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Cataclysm: A Second World War GLOSSARY / INDEX Rulebook ~ v45.3 (2016-06-01) ~ Page 1 of 7 GLOSSARY / INDEX ~ In all cases, the actual rules take precedence over glossary entries. ACTION CUP (2.8) The action cup is an opaque wide-mouthed container (such as an empty coffee mug) used to hold all the counters to be played in a given turn. Counters in the cup are mixed and then drawn at random, one at a time. Unless specifically directed otherwise, inspecting or emptying the action cup is prohibited. SEE ALSO: Action Phase (3.2) ACTION PHASE (3.2) The action phase is the part of the turn when counters are played from reserve or drawn randomly from the action cup one at a time. It ends when the fourth and last crisis marker is drawn from the action cup. SEE ALSO: Action Cup (2.8), Reserve (3.3.4), Crisis (3.3.7), Resolving a Unit or Marker (3.3), Trump (3.3.5) ACTIVE POWER (1.1) An active power is one that has not surrendered and is therefore still in the game. SEE ALSO: Surrender (5.5.3) ADJACENT (2.2) Two areas are adjacent if they share a non-red border or are connected by a black crossing arrow. Two areas connected by a green crossing arrow are adjacent for air units only. SEE ALSO: Crossing Arrow (2.3.4) ADVERSE TERRAIN (2.3.1) Difficult or mountainous terrain represented by a mottled “rough” pattern. Adverse terrain negates armor superiority and gives the defender a +1 bonus to their final combat roll in land combat. SEE ALSO: Land Combat (10.4) AFTERMATH (10.10) The aftermath of a combat resolves which side may remain in the operation’s target area and regroup and which side retreats. SEE ALSO: Regroup (10.12), Retreat (10.11) AID (8.5.2) Aid is the means by which a power (the patron) intervenes on the side of a faction (the client) in a civil war, represented by an offensive marker placed in the country. Aid provides the patron with an interest in the country. The client with the most aid rolls an extra die when resolving the civil war. SEE ALSO: Intervention (8.5), Patron/Client (8.5.1), Interest (5.1), Civil War (11.) AIR BASE (2.3.2) An air base (airfield symbol) allows one air unit to occupy its area, and each adjacent sea area. The occupation limits of an area with a base are increased by the presence of a logistics unit. SEE ALSO: Occupation Limit (7.1), Logistics Unit (7.1.4) AIR COMBAT (10.6) Air combat may occur as a result of a raid operation or to determine air superiority in a land or naval combat. Only air units participate in air combat. SEE ALSO: Raid (9.4), Air Superiority (10.3) AIR MOVEMENT (7.2.3) Air units use air movement to move from one area to an adjacent area. AIR SUPERIORITY (10.3) Air superiority is determined during the resolution of a land or naval combat. The side with air superiority rolls one additional die in the associated land or naval combat. AIR UNIT (2.4.2) An air unit is a tactical air force or strategic air force. Air units can support combat, provide air superiority, and perform sweep operations. Strategic air forces can block LOCs and perform strategic bombing and base capture operations. SEE ALSO: Support (9.6), Air Superiority (10.3), Sweep (9.4.3), Line of Communication (4.4), Strategic Bombing (9.4.4), Base Capture (9.4.2) AIRFIELD (2.2.1) An area is an airfield if it is a land or mixed area, or if it is a sea area containing a naval or air base. Airfields determine what areas can be occupied by air units. Air units must occupy an airfield to eligible for operations or support. SEE ALSO: Base (2.3.2), Occupation Limit (7.1), Operation (9.), Support (9.6) ALLIANCE (6.1) An alliance is a close relationship between two or more powers in the same ideology, formed by a political action. Powers in an alliance share interests and may conduct joint operations. Additionally, belligerent allies are friendly. SEE ALSO: Power (1.1), Ideology (1.1), Political Action (6.), Interest (5.1), Joint Operation (9.8.2), Belligerent (5.6), Friendly (1.1) AREA (2.2) The map is divided into three types of areas: land, sea, and mixed. Units on the map are always located in an area. Units move and attack from area to adjacent area. SEE ALSO: Movement (7.2), Attack (9.1), Adjacent (2.2) ARMISTICE (5.6.2) An armistice ends a war. It may be by mutual consent of the involved powers, or offered by a collapsing power. SEE ALSO: War (5.6), Collapse (5.5.2) ARMOR SUPERIORITY (10.4) If one side in a land combat has more tank armies, it gets armor superiority. A power rolls one fewer die in land combat if the other side has armor superiority. ATTACK (9.1) An attack is a military action used to perform an operation against a target area. Attacks against countries may be restricted or provoke opposing powers. SEE ALSO: Military Action (8.), Operation (9.), Target Area (9.1), Country (2.2.4), Attacking a Country (9.7) ATTACKER (9.1) When resolving combat, the power conducting an operation is the attacker. SEE ALSO: Operation (9.) AUGMENTATION (8.2) At the start of an operation, a power may spend additional military actions to augment that operation. For each additional military action spent, a power adds a +1 bonus to all of its combat rolls for the entire operation.

Cataclysm: A Second World War GLOSSARY / INDEX · Cataclysm: A Second World War GLOSSARY / INDEX Rulebook ~ v45.3 (2016-06-01) ~ Page 1 of 7 GLOSSARY / INDEX ~ In all cases, the actual

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Page 1: Cataclysm: A Second World War GLOSSARY / INDEX · Cataclysm: A Second World War GLOSSARY / INDEX Rulebook ~ v45.3 (2016-06-01) ~ Page 1 of 7 GLOSSARY / INDEX ~ In all cases, the actual

Cataclysm: A Second World War GLOSSARY / INDEX

Rulebook ~ v45.3 (2016-06-01) ~ Page 1 of 7

GLOSSARY / INDEX ~ In all cases, the actual rules take precedence over glossary entries.

ACTION CUP (2.8) The action cup is an opaque wide-mouthed container (such as an empty coffee mug) used to hold all the counters to be played in a given turn. Counters in the cup are mixed and then drawn at random, one at a time.

Unless specifically directed otherwise, inspecting or emptying the action cup is prohibited.

SEE ALSO: Action Phase (3.2)

ACTION PHASE (3.2) The action phase is the part of the turn when counters are played from reserve or drawn randomly from the action cup one at a time. It ends when the fourth and last crisis marker is drawn from the action cup.

SEE ALSO: Action Cup (2.8), Reserve (3.3.4), Crisis (3.3.7), Resolving a Unit or Marker (3.3), Trump (3.3.5)

ACTIVE POWER (1.1) An active power is one that has not surrendered and is therefore still in the game.

SEE ALSO: Surrender (5.5.3)

ADJACENT (2.2) Two areas are adjacent if they share a non-red border or are connected by a black crossing arrow.

Two areas connected by a green crossing arrow are adjacent for air units only.

SEE ALSO: Crossing Arrow (2.3.4)

ADVERSE TERRAIN (2.3.1) Difficult or mountainous terrain represented by a mottled “rough” pattern. Adverse terrain negates armor superiority and gives the defender a +1 bonus to their final combat roll in land combat.

SEE ALSO: Land Combat (10.4)

AFTERMATH (10.10) The aftermath of a combat resolves which side may remain in the operation’s target area and regroup and which side retreats.

SEE ALSO: Regroup (10.12), Retreat (10.11)

AID (8.5.2) Aid is the means by which a power (the patron) intervenes on the side of a faction (the client) in a civil war, represented by an offensive marker placed in the country. Aid provides the patron with an interest in the country.

The client with the most aid rolls an extra die when resolving the civil war.

SEE ALSO: Intervention (8.5), Patron/Client (8.5.1), Interest (5.1), Civil War (11.)

AIR BASE (2.3.2) An air base (airfield symbol) allows one air unit to occupy its area, and each adjacent sea area.

The occupation limits of an area with a base are increased by the presence of a logistics unit.

SEE ALSO: Occupation Limit (7.1), Logistics Unit (7.1.4)

AIR COMBAT (10.6) Air combat may occur as a result of a raid operation or to determine air superiority in a land or naval combat. Only air units participate in air combat.

SEE ALSO: Raid (9.4), Air Superiority (10.3)

AIR MOVEMENT (7.2.3) Air units use air movement to move from one area to an adjacent area.

AIR SUPERIORITY (10.3) Air superiority is determined during the resolution of a land or naval combat. The side with air superiority rolls one additional die in the associated land or naval combat.

AIR UNIT (2.4.2) An air unit is a tactical air force or strategic air force. Air units can support combat, provide air superiority, and perform sweep operations. Strategic air forces can block LOCs and perform strategic bombing and base capture operations.

SEE ALSO: Support (9.6), Air Superiority (10.3), Sweep (9.4.3), Line of Communication (4.4), Strategic Bombing (9.4.4), Base Capture (9.4.2)

AIRFIELD (2.2.1) An area is an airfield if it is a land or mixed area, or if it is a sea area containing a naval or air base. Airfields determine what areas can be occupied by air units. Air units must occupy an airfield to eligible for operations or support.

SEE ALSO: Base (2.3.2), Occupation Limit (7.1), Operation (9.), Support (9.6)

ALLIANCE (6.1) An alliance is a close relationship between two or more powers in the same ideology, formed by a political action. Powers in an alliance share interests and may conduct joint operations. Additionally, belligerent allies are friendly.

SEE ALSO: Power (1.1), Ideology (1.1), Political Action (6.), Interest (5.1), Joint Operation (9.8.2), Belligerent (5.6), Friendly (1.1)

AREA (2.2) The map is divided into three types of areas: land, sea, and mixed. Units on the map are always located in an area. Units move and attack from area to adjacent area.

SEE ALSO: Movement (7.2), Attack (9.1), Adjacent (2.2)

ARMISTICE (5.6.2) An armistice ends a war. It may be by mutual consent of the involved powers, or offered by a collapsing power.

SEE ALSO: War (5.6), Collapse (5.5.2)

ARMOR SUPERIORITY (10.4) If one side in a land combat has more tank armies, it gets armor superiority. A power rolls one fewer die in land combat if the other side has armor superiority.

ATTACK (9.1) An attack is a military action used to perform an operation against a target area. Attacks against countries may be restricted or provoke opposing powers.

SEE ALSO: Military Action (8.), Operation (9.), Target Area (9.1), Country (2.2.4), Attacking a Country (9.7)

ATTACKER (9.1) When resolving combat, the power conducting an operation is the attacker.

SEE ALSO: Operation (9.)

AUGMENTATION (8.2) At the start of an operation, a power may spend additional military actions to augment that operation. For each additional military action spent, a power adds a +1 bonus to all of its combat rolls for the entire operation.

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SEE ALSO: Military Action (8.), Operation (9.)

AVAILABLE MARKERS (4.1.1) A power’s available markers box holds its flags, offensives, and resource markers, as well as markers associated with special rules for the power (e.g. Lend Lease), when not in use.

SEE ALSO: Flag (5.2), Offensive (8.1), Resource (2.3.6)

BASE (2.3.2) A base (printed on the map or represented by a marker) allows the owning power to occupy the base’s area and adjacent sea areas with naval and/or air units. There are two types of bases: air bases (airfields) and naval bases (ports). A base capture raid operation may change ownership of a base.

SEE ALSO: Occupation Limit (7.1), Base Capture (9.4.2)

BASE CAPTURE (9.4.2) A base capture operation is a type of raid that targets a sea area containing an enemy or unowned base, with the intention of gaining ownership over it. Fleets and strategic air forces are eligible to be activated for a base capture operation.

SEE ALSO: Raid (9.4), Operation (9.), Base (2.3.2)

BELLIGERENT (5.6) A belligerent power is one at war with one or more other powers. A power not at war with any other powers is non-belligerent.

BONUS OFFENSIVE (6.4.2) A power receives bonus offensives immediately upon increasing commitment to mobilization or total war. One bonus offensive is received by the power for each industrial resource it can trace an LOC to.

SEE ALSO: Offensive (8.1), Commitment (4.1), Industrial Resource (2.3.6), Line of Communications (4.4)

BREAKING AN ALLIANCE (6.1.4) A power breaks its alliance when it fails to join a war along with its allies, when it collapses or surrenders, or when it accepts an armistice and an ally does not.

SEE ALSO: Alliance (6.1), War (5.6), Collapse (5.5.2), Surrender (5.5.3), Armistice (5.6.2)

BUILD (4.6) During production, resources may be converted to a number of builds, which are spent to construct new units and upgrade markers. A belligerent power may also convert military actions to builds.

SEE ALSO: Production (3.1), Resource (2.3.6), Conversion (4.5), Belligerent (5.6), Military Action (8.)

CAMPAIGN (9.3) A campaign is an operation activating one or more friendly armies to attack an adjacent enemy land or mixed area or uncontrolled country.

SEE ALSO: Operation (9.), Friendly (1.1), Attack (9.1), Land Combat (10.4), Enemy (5.6), Country (2.2.4), Attacking a Country (9.7)

CAPITAL (2.2.2) A power’s capital area is its home area titled in red. Capital areas count double for victory points, indicated by placing two cubes instead of one. When a power loses its capital area, it incurs an additional stability test. When a power conquers a capital area, it gains an additional flag.

SEE ALSO: Cube (2.4), Victory Point (1.5.1), Conquest (10.10.1), Stability Test (5.5.1)

CARRIER SUPERIORITY (10.5) If one side in a naval combat has more carrier fleets, it gets carrier superiority. A power rolls one fewer die in naval combat if the other side has carrier superiority.

CHINESE CIVIL WAR (11.2) China begins the game in a state of civil war. Special rules apply to the several areas that comprise China.

SEE ALSO: Civil War (11.), Faction Marker (11.2.1), Active/Inactive Status (11.2.2), Resolution (11.2.3), Ending (11.2.4), Chinese Expansion (11.2.5)

CIVIL WAR (11.) A civil war is an internal conflict between two factions within a country. Powers may intervene in a civil war to gain control of the country or a diplomatic advantage.

SEE ALSO: Faction (11.1.1), Intervention (8.5), Resolution (11.1.3), Ending (11.1.4)

CLIENT (8.5.1) A client is a civil war faction with an aid marker.

SEE ALSO: Civil War (11.), Faction (11.1.1), Aid (8.5.2)

COASTAL AREA (2.2.5) A coastal area is a mixed area, or a land area adjacent to at least one sea area. Naval units may only occupy a land area if it is coastal. All coastal areas are ports.

SEE ALSO: Mixed/Sea Area (2.2), Port (2.2.1), Occupation Limit (7.1)

COLLAPSE (5.5.2) A failed stability test while unstable results in collapse. Collapse represents a change in government ranging from the formation of a new cabinet to a coup d’état or worse.

SEE ALSO: Stability (5.5), Stability Test (5.5.1)

COLONY (2.2.2) A colony is an area printed in a power’s color that has its name in ALL CAPS.

An enemy power that conquers a colony does not gain a flag or cause a stability test unless the colony contains a resource.

Colonies are ineligible for diplomacy attempts during the surrender procedure.

A colony no longer controlled by its original power is treated as a country for all purposes. If its original owner regains control, it returns to colony status.

Each power’s colonies are: France: North Africa, Syria, Indochina United Kingdom: South Africa, India, Burma, Malaya, Papua, and

all of Australia United States: Philippines Italy: Libya

SEE ALSO: Conquest (10.10.1), Surrender (5.5.3)

COMMITMENT (4.1) A power’s commitment measures the degree of its economy devoted to waging war. It determines the power’s political effectiveness, force pool limits, and conversion rate, among other effects. It is tracked on the power’s status card.

SEE ALSO: Effectiveness (5.3), Force Pool Limit (4.1.1), Conversion Rate (4.5).

CONQUEST (10.10.1) During a campaign, the attacker conquers and gains control of the target area if they control the only remaining land unit(s) in the area after combat. Conquest can result in gaining flags, stability tests, and placing or removing cubes for victory points.

SEE ALSO: Land Combat (10.4), Gaining Flags (5.2.2), Stability Test (5.5.1), Cube (2.4), Victory Point (1.5.1)

CONSTRUCTING UNITS (4.6)

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During production, a power spends builds to construct units from its force pool. Constructed units are placed in the action cup, in reserve, or on the turn track for next turn.

SEE ALSO: Force Pool (4.1.1), Action Cup (2.8), Reserve (3.3.4)

CONTROL (2.2.3) An active power controls its home and colony areas that contain no cubes, and any other areas containing at least one of its own cubes. Sea areas are never controlled by any power.

Control of an area affects interests, resource collection, deployment, and scoring. Control can change due to diplomacy, conquest, or events.

SEE ALSO: Home/Colony Area (2.2.2), Cube (2.4), Diplomacy (6.3), Conquest (10.10.1)

CONTROLLED COUNTRY (2.2.4) A power controls a country if it has a cube in it. If the power has a land unit in the country, it is garrisoned; otherwise it is ungarrisoned.

SEE ALSO: Control (2.2.3)

CONVERSION RATE (4.5) A collected resource may be converted into a number of builds depending on the collecting power's current commitment.

Similarly, a played offensive is converted into a number of military actions depending on the playing power’s commitment.

SEE ALSO: Commitment (4.1), Resource (2.3.6), Build (4.6), Offensive (8.1), Military Action (8.)

COORDINATED ATTACK (9.8.1) A coordinated attack uses multiple military actions to activate units in more than one area for a single operation.

SEE ALSO: Military Action (8.), Operation (9.)

COUNTER (2.4) Each power has a set of printed counters in its color. Counters are divided into units and markers. The number of each power’s counters is a hard limit; you cannot make more or substitute other pieces if you run out. Counters not in a specific power's color are neutral and do not belong to any individual power.

SEE ALSO: Power (1.1), Neutral (2.4.4), Unit (2.4.2),

COUNTRY (2.2.4) A land or mixed area that is not a power’s home or colony area. Each area in China is a separate country.

A country is controlled if a power has a cube in it; otherwise it is uncontrolled.

A country is garrisoned if it contains a power’s land unit; otherwise it is ungarrisoned. The presence of a minor army or a non-land unit does not count.

CRISIS (3.3.7) Four Crisis markers are put in the action cup at the start of each turn. When each of the first three Crisis markers are drawn, the Crisis Tables are consulted to determine and resolve a crisis event. When the fourth and last Crisis marker is drawn, end the game turn immediately instead of resolving an event.

SEE ALSO: Action Cup (2.8), End Phase (3.4)

CROSSING ARROW (2.3.4) Two areas connected by a black crossing arrow are adjacent for all purposes. Attacking across a black crossing arrow gives the defense the adverse terrain bonus.

Two areas connected by a green crossing arrow are adjacent for air units only.

SEE ALSO: Adjacent (2.2), Adverse Terrain (2.3.1)

CUBE (2.4) Cubes are used to indicate a power’s control of an area, wars, alliances, and failed political actions.

SEE ALSO: Control (2.2.3), War (5.6), Alliance (6.1), Failed Political Action (5.4), Neutral Cube (2.4.5)

DAMAGED RESOURCE (9.4.4) A damaged permanent resource is unavailable for production. A damaged limited resource is removed from play.

Damage markers on permanent resources are removed at the end of the production phase.

SEE ALSO: Collecting Resources (4.3.2), Production (3.1)

DECLARATION OF WAR (6.2) A power may enter a state of war with a target power by succeeding in a declaration of war (DOW) political action. A DOW is not required to attack an ungarrisoned country.

After declaring war, the declaring power must immediately conduct one operation targeting the same power as the DOW.

SEE ALSO: War (5.6), Political Action (6.), Country (2.2.4), Operation (9.)

DEFENDER (9.1) When an operation is declared, the defender is determined according to the following priority: If the target area is an ungarrisoned country, the country itself. The power controlling the area, if it owns a participating unit. A power with a participating unit in the area (but not

controlling the area). If more than one power qualifies, players must agree who will be the defender, or it is determined randomly.

The power controlling the area (if the area has no participating units).

SEE ALSO: Target Area (9.1), Country (2.2.4), Control (2.2.3)

DEPLOYMENT (8.4) Deployment is a military action that allows a power to move some or all of their units an unlimited number of times. Deploying units move one at a time, area by area.

SEE ALSO: Military Action (8.), Movement (7.2)

DICE (2.7) Cataclysm uses six-sided dice. When you roll more than one die, count only the highest die, then apply any bonuses or penalties.

If more than one 6 is rolled, the result before modification is 6 +1 for each additional 6 rolled (i.e. three 6s is a result of 8). The minimum modified result of any die roll is 1. If a power is to roll one die and suffers a game effect requiring it to lose a die (i.e., would be reduced to zero dice), instead the power applies a -1 to the die result.

DIPLOMACY (6.3) Diplomacy is a political action that allows a power to attempt to gain control of an ungarrisoned country. The target country must be in the power’s (or an ally’s) interest. The target country cannot contain a Civil War marker.

SEE ALSO: Political Action (6.), Control (2.2.3), Country (2.2.4), Interest (5.1), Civil War (11.)

DISASTER (10.8) Powers suffer a disaster when they suffer more losses than they can sustain in a land or naval combat. The losing power(s) must make a stability test.

SEE ALSO: Land Combat (10.4), Naval Combat (10.5), Loss (10.9), Stability Test (5.5.1)

EFFECTIVENESS (5.3)

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Effectiveness represents a power’s willingness and ability to form and apply a coherent political policy. The value is based on its current commitment, as listed on its status card and recorded on the Effectiveness Track. Effectiveness determines the number of dice rolled in an effectiveness check, and can never be reduced below one.

SEE ALSO: Status Card (2.5)

EFFECTIVENESS CHECK (5.3) Political actions, stability tests, and events may require an effectiveness check. The power rolls a number of dice equal to its current effectiveness and if the modified result is 5 or higher, the check succeeds.

SEE ALSO: Political Action (6.), Stability Test (5.5.1)

EFFECTIVENESS ORDER (3.) The order powers conduct some activities is governed by their relative effectiveness. Production and the End Phase are conducted in order of increasing effectiveness, and trump opportunities are in order of decreasing effectiveness.

When resolving ties in decreasing effectiveness order, Fascists must go before Communists, which go before Democracies. In increasing effectiveness order, Democracies go before Communists, which go before Fascists.

If two powers in the same ideology are tied in order, the controlling player(s) can decide who goes first. If they cannot agree, determine it randomly.

SEE ALSO: Production (3.1), End Phase (3.4), Trump (3.3.5)

END PHASE (3.4) When the fourth and last Crisis marker is drawn, the turn is over. Any counters remaining in the action cup are disposed of according to the rules for the End Phase.

SEE ALSO: Crisis (3.3.7), Action Cup (2.8)

ENEMY (5.6) Powers at war with each other are enemies. Powers in different ideologies are not enemies until they are at war with each other. A counter, cube, or area is enemy to a power if it is controlled by an enemy power.

SEE ALSO: Ideology (1.1)

EXPANSION (11.2.5) If the Chinese Civil War is resolved while Inactive, no combat occurs. Instead, each faction (GMD first) may attempt to expand using diplomacy into one adjacent ungarrisoned Chinese country with no faction marker.

SEE ALSO: Active/Inactive Status (11.2.2), Diplomacy (6.3), Faction Marker (11.2.1)

EXTENDED RANGE (7.3.3) The operational range of air and/or naval units may be extended by one during an operation at the cost of a –1 penalty to all combat rolls involving those units.

SEE ALSO: Operational Range (7.3), Operation (9.)

FACTION (11.1.1) One of two sides fighting a civil war, arbitrarily designated Left and Right. In the Chinese Civil War, the two factions are the Guomindang (GMD) and the Chinese Communists (ChiCom).

SEE ALSO: Civil War (11.), Faction Marker (11.2.1)

FACTION MARKER (11.2.1) The two factions in the Chinese Civil War, GMD and ChiComs, have faction markers that also count as minor armies. No more than one Chinese faction marker may occupy each Chinese country.

SEE ALSO: Chinese Civil War (11.2), Minor Army (2.4.6)

FAILED POLITICAL ACTION (5.4) When a power fails an effectiveness check attempting a political action, it may place a cube in the corresponding failed political action box. If the next political action by that power is the same type, apply a +1 bonus to the result of its effectiveness check for each of its cubes in the failed political action box.

Diplomacy actions and actions resolved as part of crisis events are not modified by failed actions. When one of these actions fails, do not add a cube to the failed action box.

SEE ALSO: Effectiveness Check (5.3), Political Action (6.), Diplomacy (6.3), Crisis (3.3.7)

FLAG (5.2) Flag markers represent a power’s political capital. A power plays a flag to attempt to perform a single political action.

Flags can be gained during production, by provocation, or by a variety of game events.

SEE ALSO: Available Marker (4.1.1), Production (3.1), Provocation (5.2.4), Gaining Flags (5.2.2)

FORCE POOL (4.1.1) A power's force pool includes all of its units and upgrade markers that are currently available or in play. Units and upgrades not in a power’s force pool should be kept in storage away from the power status cards.

SEE ALSO: Unit (2.4.2), Upgrade (3.3.3)

FORCE POOL LIMIT (4.1.1) The number of a power’s units and upgrade markers on the map, in the action cup, and/or unbuilt on its status card is constrained by the power’s force pool limit, dependent on its commitment.

SEE ALSO: Unit (2.4.2), Upgrade (3.3.3), Commitment (4.1)

FRIENDLY (1.1) A counter, cube, or area is friendly to a power if it is controlled by that power or (if both are belligerent) one of its allies.

SEE ALSO: Belligerent (5.6), Alliance (6.1)

GARRISONED COUNTRY (2.2.4) A garrisoned country is a controlled country that contains a land unit from its controlling power. A minor army or faction marker is not sufficient for a garrison.

SEE ALSO: Land Unit (2.4.2), Minor Army (2.4.6), Faction Marker (11.2.1)

GLOBAL WAR (5.7.2) The game’s war status becomes global war immediately when any power increases its commitment to total war or at least one nation from each ideology is belligerent.

At the end of the second full turn after the war status becomes global war, the game will end. To indicate this, place the War Status marker on its Global War side on the turn track two full turns after the current game turn.

SEE ALSO: War Status (5.7), Commitment (4.1), Ideology (1.1), Game End (5.2.2)

HOME AREA (2.2.2) A power’s home areas are the areas printed in its color excepting those titled in ALL CAPS. The home area titled in red is the power’s capital. A home area that contains no cubes is controlled by its original power.

Each power’s home areas are (capital first): France: Paris, Lorraine, Normandy, Provence Germany: Berlin, Bavaria, Ruhr, Silesia Italy: Rome, Lombardy, Sicily Japan: Tokyo, Hokkaido, Korea

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Soviet Union: Moscow, Archangelsk, Baykalsky, Byelorus, Caucasus, Donbass, Leningrad, Primorye, Siberia, Smolensk, Ukraine, Urals, Volga

United Kingdom: London, Eastern Canada, Scotland, Western Canada

United States: United States

HOME FRONT CHECK (4.1.2) When a power’s Home Front marker is drawn from the action cup, it must make a home front check. A home front check is a stability test modified depending on the power’s current commitment.

After resolving a home front check, the associated power may conduct a deployment action.

SEE ALSO: Action Cup (2.8), Stability Test (5.5.1), Commitment (4.1), Deployment (8.4)

IDEOLOGY (1.1) Each power belongs to one of three ideologies: Fascism, Communism, or Democracy. The Fascist powers are Germany (gray), Italy (yellow), and Japan (orange). The sole Communist power is the Soviet Union (red). The Democracies are France (blue), the United Kingdom (brown), and the United States (green). A power’s ideology never changes during the game.

INDUSTRIAL RESOURCE (2.3.6) An industrial resource generates a bonus offensive when its controlling power increases commitment to mobilization and total war. An industrial resource also generates a war economy offensive if its power is belligerent.

A home area containing a permanent industrial resource is a production site.

SEE ALSO: Bonus Offensive (6.4.2), Commitment (4.1), War Economy Offensive (4.7), Production Site (2.3.7)

INTEREST (5.1) A power’s interest defines where it may gain a flag by provocation and where it may attempt diplomacy.

A power has an interest in: Every area it controls. Every area adjacent to an area it controls. Every land or mixed area across a single sea area from its

home or colony areas. Every area where it has an aid marker. Every area where it owns a base.

SEE ALSO: Provocation (5.2.4), Diplomacy (6.3), Control (2.2.3), Aid (8.5.2), Base (2.3.2)

INTERVENTION (8.5) Intervention is a military action allowing a power to send aid to a faction in a civil war.

SEE ALSO: Military Action (8.), Aid (8.5.2), Faction (11.1.1), Civil War (11.)

INVASION (9.5) An invasion is an operation (requiring two military actions) to attack a land or mixed area across one or two sea areas. The intervening sea areas must be occupied by friendly fleets. An invasion may not be conducted as a coordinated attack or surprise attack.

SEE ALSO: Operation (9.), Military Action (8.)

JOINT OPERATION (9.8.2) A joint operation is an operation in which the activating power also activates allied units to participate in the operation. Allied units may support an operation without making the operation joint.

SEE ALSO: Operation (9.), Alliance (6.1), Support (9.6)

LAND AREA (2.2) A land area is an area in a power’s color or the neutral color that contains no sea portion. Land and air units may enter and occupy land areas. Naval units may enter and occupy only coastal land areas. A land area may contain adverse terrain and/or restricted terrain.

SEE ALSO: Adverse Terrain (2.3.1), Restricted Terrain (2.3.8)

LAND COMBAT (10.4) Land combat occurs as a result of a campaign or invasion operation. Only land units participate in land combat.

SEE ALSO: Campaign (9.3), Invasion (9.5)

LAND MOVEMENT (7.2.1) Land and logistics units use land movement to move from a land or mixed area to an adjacent land or mixed area.

SEE ALSO: Land Unit (2.4.2), Logistics Unit (7.1.4), Land/Mixed Area (2.2)

LAND UNIT (2.4.2) Land units are infantry armies, tank armies, or minor armies (including faction markers). Infantry armies may be upgraded to tank armies. Land units are only activated for campaign or invasion operations, and only participate in land combat.

SEE ALSO: Minor Army (2.4.6), Faction Marker (11.2.1), Upgrade (3.3.3), Campaign (9.3), Invasion (9.5), Land Combat (10.4)

LIMITED RESOURCE (2.3.6) A limited resource is represented by a marker. If used for production or if damaged, it is removed from play.

SEE ALSO: Production (3.1), Damaged Resource (9.4.4)

LIMITED WAR (5.7.1) The game’s war status becomes limited war the first time two or more powers become belligerent. Immediately place the war status marker on its Limited War side in the center of the political display.

SEE ALSO: War Status (5.7), Belligerent (5.6)

LINE OF COMMUNICATIONS (4.4) A line of communications (LOC) must be traced under the following circumstances: To play an upgrade marker (3.3.3). To collect a resource (4.3.2). To receive bonus offensives (6.4.2). To intervene in a civil war (8.5). To determine supply status during an operation (9.6).

An LOC is traced from a production site to the area indicated by the rule requiring the trace. It may enter an unlimited number of areas, provided each area is: a friendly land area (including the target of an intervention

action); OR a mixed area not controlled by an enemy power; OR a sea area within two areas of a friendly port, containing no

enemy naval units or enemy strategic air forces.

An LOC can be traced into or out of (but not through) a restricted land area, Eastern Canada, or the United States. Restricted mixed areas do not block LOCs.

SEE ALSO: Production Site (2.3.7), Friendly (1.1), Mixed Area (2.2), Restricted Terrain (2.3.8)

LOGISTICS UNIT (7.1.4) A logistics unit represents a concentration of facilities and material strength. It negates the effects of restricted terrain in its

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area. In a sea area with a base it increases the occupation limits in that area to two units of each appropriate type.

SEE ALSO: Restricted Terrain (2.3.8), Base (2.3.2), Occupation Limit (7.1)

LOSS (10.9) For each loss suffered by a side in combat, an upgraded unit is flipped to its non-upgraded side or a non-upgraded unit is destroyed and returned to its owner’s force pool.

The losing side of a combat may choose to reduce its losses by one by declaring a retreat. A retreat may not be declared if the combat result is a tie.

SEE ALSO: Upgrade (3.3.3), Force Pool (4.1.1), Retreat (10.11)

MANEUVERS (6.5) A maneuvers political action allows a power to attempt to conduct a single military action.

SEE ALSO: Political Action (6.), Effectiveness Check (5.3), Military Action (8.)

MARKER (2.4.3, 2.4.4) Markers represent abstract concepts, record game state information, or act as memory aids. Some powers have markers to denote limited or special resources, or to act as memory aids for special rules. There are also several types of counters that are used either with uncontrolled countries or for all powers.

MILITARY ACTION (8.) A military action allows a power to move and attack with their forces on the board, or use their economic strength for military applications.

A power performs military actions by playing an offensive, or through a successful maneuvers political action.

Military actions include: Augmentation (8.2) Build (8.3) Deployment (8.4) Intervention (8.5) Operations (9.) including Campaign, Raid, and Invasion

SEE ALSO: Offensive (8.1), Maneuvers (6.5)

MINOR ARMY (2.4.6) Some countries have a minor army for defense. A minor army cannot move, attack, or retreat, but does count towards occupation limits. Chinese faction markers are also minor armies for all purposes.

SEE ALSO: Occupation Limit (7.1), Faction Marker (11.2.1)

MIXED AREA (2.2) An area that contains both land and sea. All units may enter and occupy mixed areas. An LOC may not be traced through an enemy mixed area.

The following areas are mixed areas: Denmark, Turkey, Hokkaido, Philippines, Borneo, New Guinea.

SEE ALSO: Line of Communications (4.4)

MOVEMENT (7.2) Units move during deployment actions, operations, support, retreat, and regroup.

SEE ALSO: Deployment (8.4), Operation (9.), Support (9.6), Retreat (10.11), Regroup (10.12)

NAVAL BASE (2.3.2) A naval base (anchor symbol) allows one naval unit and one air unit to occupy its area, and each adjacent sea area. A submarine pack may occupy a sea area up to two sea areas from a naval base.

The occupation limits of an area with a base are increased by the presence of a logistics unit.

SEE ALSO: Occupation Limit (7.1), Logistics Unit (7.1.4)

NAVAL COMBAT (10.5) Naval combat may occur as a result of a raid operation. Only naval units participate in naval combat.

SEE ALSO: Raid (9.4)

NAVAL MOVEMENT (7.2.2) Naval units use naval movement to move from a sea or port area to an adjacent sea or port area. Naval units cannot move directly from a land area to an adjacent land area, even if both are ports.

Land and logistics units must use naval movement to deploy across one or more sea or mixed areas to a destination port area.

Air units must use naval movement to deploy across more than one consecutive sea area.

SEE ALSO: Sea Area (2.2), Port (2.2.1), Deployment (8.4)

NAVAL RAID (9.4.1) A naval raid operation targets enemy naval units in any type of area. Fleets and strategic air forces are eligible to be activated for a naval raid.

SEE ALSO: Operation (9.), Raid (9.4), Naval Unit (2.4.2)

NAVAL UNIT (2.4.2) A naval unit is a surface fleet, carrier fleet, or submarine pack.

Naval units can interdict LOCs, occupy sea areas to enable invasion, and attack enemy naval units via naval raid.

SEE ALSO: Line of Communications (4.4), Sea Area (2.2), Invasion (9.5), Raid (9.4)

NEUTRAL CUBE (2.4.5) Neutral cubes (natural wood color) are used to mark home or colony areas that are uncontrolled due to civil war or surrender. An area with a neutral cube is an uncontrolled country with a resistance of one.

SEE ALSO: Home Area/Colony (2.2.2), Civil War (11.), Surrender (5.5.3), Country (2.2.4), Resistance (2.3.5)

OCCUPATION LIMIT (7.1) The occupation limit is the number of units of a given type allowed in a given area. Occupation limits apply separately for each ideology. A power may never voluntarily exceed occupation limits except during movement.

SEE ALSO: Ideology (1.1), Movement (7.2)

OFFENSIVE (8.1) A power plays an offensive to perform one or more military actions, depending on its commitment.

SEE ALSO: Military Action (8.), Commitment (4.1)

OPERATION (9.) An operation is a military action to activate one or more friendly units in an area to move to and attack a target area. Most operations involve combat – movement without attacking is done via deployment.

SEE ALSO: Military Action (8.), Target Area (9.1), Deployment (8.4)

OPERATIONAL RANGE (7.3) Operational range describes geographic limits imposed on naval and air movement and operations.

During deployment, units using naval movement are required to remain in operational range of a friendly port at all times.

During operations, naval and air units may only move to and attack areas within operational range of their port or airfield of origin, respectively.

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During retreat or regroup, naval and air units must move to a friendly port or airfield (respectively) within operational range, if possible; or the nearest such area if none are within operational range.

SEE ALSO: Deployment (8.4), Operation (9.), Retreat (10.11), Regroup (10.12)

OPPOSING (1.1) Powers from different ideologies are opposing powers.

SEE ALSO: Ideology (1.1)

PATRON (8.5.1) The power associated with an aid marker in a civil war area.

SEE ALSO: Aid (8.5.2), Civil War (11.)

PERMANENT RESOURCE (2.3.6) A permanent resource is one printed on the map. Special Soviet resource markers are also permanent.

SEE ALSO: Communist Special Rules (12.3)

POLITICAL ACTION (6.) A power attempts a political action when it plays a flag or occasionally via a crisis event (see the Crisis tables). In general, a political action requires an effectiveness check to see if the action succeeds.

Political actions include: Alliance (6.1) Declaration of war (6.2) Diplomacy (6.3) Increase commitment (6.4) Maneuvers (6.5) Pressure (6.6) Propaganda (6.7) Power-specific special actions (6.8)

SEE ALSO: Flag (5.2), Crisis (3.3.7), Effectiveness Check (5.3)

PORT (2.2.1) An area is a port if it is a coastal area or if it is a sea area that contains a naval base. Ports determine what areas can be occupied by naval units. Naval units must occupy a port to be eligible for operations or support.

SEE ALSO: Coastal Area (2.2.5), Naval Base (2.3.2), Occupation Limit (7.1), Operation (9.), Support (9.6)

POWER (1.1) Powers are nations run directly by players; specifically, Germany, Italy, Japan, the Soviet Union (USSR or “Russia”), the United Kingdom (UK or “Britain”), France, and the United States (US or “America”).

PRESSURE (6.6) Pressure is a political action that allows a power to attempt to cause another power to gain a flag.

SEE ALSO: Political Action (6.), Flag (5.2)

PRODUCTION (3.1) In the production phase of each turn, powers gain flags, collect resources, gain offensives, and construct units. Gained and constructed counters are placed in the action cup or on the turn track; one may be placed in reserve.

SEE ALSO: Flag (5.2), Resource (2.3.6), Offensive (8.1), Constructing Units (4.6), Action Cup (2.8), Reserve (3.3.4)

PRODUCTION SITE (2.3.7) A production site is a home area controlled by its original power that contains a permanent industrial resource, even if damaged. A production site acts as a point of origin when its power places newly constructed units or traces an LOC.

SEE ALSO: Home Area (2.2.2), Resource (2.3.6), Constructing Units (4.6), Line of Communications (4.4)

PROPAGANDA (6.7) Propaganda is a political action allowing a power to attempt to increase its stability.

SEE ALSO: Political Action (6.), Stability (5.5)

PROVOCATION (5.2.4) A provocation is an action by an opposing (but not enemy) power that results in a flag being gained by another power.

A power is provoked (gaining a flag) when an opposing power does any of the following: Increases commitment, if indicated on its status card. Forms or joins an alliance, if indicated on its status card

(maximum one flag per action). Declares war on it or its ally. Declares an operation against an area where it has interest,

whether successful or not. Makes a surprise attack against it (cumulative with the

provocation for the operation). Gains control of an area where it has interest, including by

diplomacy, conquest, civil war decisive victory, or crisis event. Intervenes in an area where it has interest.

SEE ALSO: Opposing (1.1), Flag (5.2)

RAID (9.4) A raid is an operation activating one or more fleets and/or air units to attack an area. There are four types of raid: naval raid, base capture, sweep, and strategic bombing.

SEE ALSO: Operation (9.)

REGROUP (10.12) Regroup allows units to reposition after combat – even units that were not involved in the combat. Regroup does not cost any actions nor does it activate the units involved.

SEE ALSO: Movement (7.2)

REJECTION (3.3.6) A power may reject its counter when drawn from the action cup; place the counter in the power’s available force pool or available marker box.

Crisis, Home Front, and the Civil War Resolution markers may never be rejected.

SEE ALSO: Action Cup (2.8), Force Pool (4.1.1), Available Markers (4.1.1)

REPAIR (4.8) At the end of production, all damaged permanent resources are repaired by removing the damage markers.

SEE ALSO: Production (3.1), Permanent Resource (2.3.6), Damaged Resource (9.4.4)

RESERVE (3.3.4) Each power may hold a single flag, unit, offensive, resource, or upgrade marker in reserve. A resource marker in reserve is held for potential use in the following turn’s production phase. All other counters in reserve may be used to trump.

SEE ALSO: Trump (3.3.5)

RESISTANCE (2.3.5) Each country has a resistance value ranging from zero to two, represented by a number of red fist icons . A country’s resistance is applied as a penalty to diplomacy attempts against it.

SEE ALSO: Country (2.2.4), Diplomacy (6.3)

RESOURCE (2.3.6)

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Resources are collected during production and then converted into builds or offensives. Two types of permanent resources are printed on the map: natural resources and industrial resources.

In addition to these permanent resources, there are limited and special resources indicated by markers. Limited resources are only used once before being discarded. Special resources are permanent once they enter play.

SEE ALSO: Collecting Resources (4.3.2), Builds (4.6), Offensive (8.1)

RESTRICTED TERRAIN (2.3.8) A restricted terrain symbol in an area reduces occupation limits and blocks LOCs through the area.

SEE ALSO: Occupation Limit (7.1), Line of Communications (4.4)

RETREAT (10.11) Except in case of a tied combat result, the losing side may reduce its losses by one by declaring a retreat. Units may be forced to retreat in the aftermath of the combat.

SEE ALSO: Loss (10.9), Aftermath (10.10)

SEA AREA (2.2) A sea area is an area colored in blue with a title in italics. Units may only occupy a sea area if it contains or is adjacent to a port or airfield.

SEE ALSO: Base (2.3.2), Occupation Limit (7.1), Naval Movement (7.2.2)

STABILITY (5.5) Stability is the measure of a power’s government’s confidence and durability, marked on the stability track, ranging from steady to wavering to unstable, and finally collapse. A power that collapses may surrender.

SEE ALSO: Collapse (5.5.2), Surrender (5.5.3)

STABILITY TEST (5.5.1) A stability test is an effectiveness check to determine if a power’s stability is reduced one level. If stability is reduced below unstable, the power collapses or surrenders.

SEE ALSO: Effectiveness Check (5.3), Stability (5.5), Collapse (5.5.2), Surrender (5.5.3)

STATUS CARD (2.5) Each power has a status card that houses the power's available force pool and markers. A power’s status card also tracks its current commitment, which determines the power’s force pool limit, conversion rate, effectiveness, and home front penalty. The card also indicates which opposing powers are provoked by a commitment increase or alliance formation.

SEE ALSO: Force Pool (4.1.1), Available Markers (4.1.1), Commitment (4.1)

STRATEGIC BOMBING (9.4.4) Strategic bombing is a raid operation with the objective of damaging an enemy resource. Only strategic air forces are eligible to be activated for strategic bombing.

SEE ALSO: Raid (9.4), Operation (9.), Resource (2.3.6)

SUPPLY (9.6) At the start of an operation, each area containing activated or defending units must trace a line of communications for supply. Unsupplied units apply a -1 penalty to their combat rolls.

SEE ALSO: Operation (9.), Line of Communications (4.4)

SUPPORT (10.2) Air units in an airfield area and fleets in a port area may support combat in their area or an adjacent area. Supporting units must use appropriate movement to enter the target area and obey

occupation limits. Supporting units contribute to the combat and suffer all the effects of the combat (e.g. retreat, regroup, etc.)

SEE ALSO: Airfield/Port (2.2.1), Movement (7.2), Occupation Limit (7.1)

SURPRISE ATTACK (9.8.3) A surprise attack is an operation that creates a state of war. It requires neither a political action nor an effectiveness check and can only be done by Fascist powers. The attacked power may be subject to a surprise penalty in combat.

SEE ALSO: Operation (9.), War (5.6)

SURRENDER (5.5.3) When a power collapses, there is a chance it will surrender. If it does so, it is eliminated from the game and is no longer an active power.

SEE ALSO: Collapse (5.5.2)

SWEEP (9.4.3) A sweep is a raid operation with the objective of attacking enemy air units. Only air units are eligible to be activated for a sweep.

SEE ALSO: Raid (9.4), Operation (9.)

TARGET AREA (9.1) The target area of an operation is the destination of the attacking activated units. The target area must be controlled by an enemy power, contain an unowned or enemy base, be occupied by enemy units, or be an uncontrolled country (exception: surprise attacks9.8.3).

SEE ALSO: Operation (9.), Enemy (5.6), Base (2.3.2), Country (2.2.4)

THEATER (2.1) The map is divided into two theaters: Europe (that part of the map from South Africa to the Barents Sea) and the Pacific (from Dutch Harbor to the South Indian Ocean). The US and Canada are in both theaters.

TRIUMPH (10.8) A triumph is a land or naval combat where the winner inflicts more losses than the loser can sustain. The winning power gains a flag.

SEE ALSO: Loss (10.9), Flag (5.2)

TRUMP (3.3.5) Immediately before any counter is drawn from the action cup, any power may trump by playing their counter in reserve. If more than one power wants to trump, priority goes in decreasing effectiveness order.

A power cannot trump if a counter from any power in its ideology (including itself, and including a Home Front marker) was the last to be played by any means.

SEE ALSO: Action Cup (2.8), Reserve (3.3.4), Effectiveness Order (5.3)

UNCONTROLLED COUNTRY (2.2.4) An uncontrolled country is a country with no power cube in it, or a surrendered home area or colony with a neutral cube.

All uncontrolled countries are ungarrisoned.

SEE ALSO: Neutral Cube (2.4.5), Surrender (5.5.3)

UNGARRISONED COUNTRY (2.2.4) An ungarrisoned country is a country containing no land units belonging to a power. Minor armies and non-land units are insufficient to garrison a country.

SEE ALSO: Land Unit (2.4.2), Minor Army (2.4.6)

UPGRADE (3.3.3) Upgrade markers cost two builds and are used to improve existing units. When an upgrade marker is played, the controlling power traces an LOC to an area containing a unit of the

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appropriate type, then flips the unit to its upgraded side (tank army, carrier fleet, or strategic air force), then returns the upgrade marker to its force pool.

SEE ALSO: Line of Communications (4.4)

VICTORY POINT (1.5.1) A power scores victory points for controlling territory, changing the count immediately as areas are gained and lost. The winner is determined by which ideology has the greatest number of victory points at game end.

A power scores one victory point for each of its cubes in any area on the map. Bases do not count for scoring.

A power is penalized one victory point for each cube in its home or colony areas. A power’s score may be negative.

SEE ALSO: Ideology (1.1), Game End (1.4), Cube (2.2.2), Home Area/Colony (2.2.2)

WAR (5.6) A military conflict between two or more powers or alliances, commenced by declaration or surprise attack. Powers cannot conduct operations against each other unless at war. Indicate a state of war by placing cubes of the belligerent powers together in the appropriate war area of the political display.

A war can end by armistice or capitulation (surrender).

SEE ALSO: Declaration of War (6.2), Surprise Attack (9.8.3), Operation (9.), Ending Wars (5.6.2)

WAR ECONOMY OFFENSIVE (4.7) If a power is belligerent, during production it receives one offensive marker for each industrial resource it collected, regardless of whether it was a permanent or limited resource.

SEE ALSO: Production (3.1), Offensive (8.1), Industrial Resource (2.3.6)

WAR STATUS (5.7) War status tracks the global extent and intensity of war. It does not apply to any individual power.

The status is limited war when war first breaks out among any powers. The status is global war when all three ideologies are first at war, or any power is at total war commitment. Global war affects when the game ends.

SEE ALSO: War (5.6), Ideology (1.1), Commitment (4.1), Game End (1.4)

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COUNTER GUIDE MILITARY UNITS LAND UNITS

Infantry Army: The basic unit required to take and hold areas.

Tank Army: Upgraded infantry army. The side with more tank armies in a land combat gains armor superiority (10.4).

Fortress: A fortress provides a +1 bonus to the combat roll when defending (10.4). Placed on turn track for next turn when constructed (4.6). Cannot move (7.2), retreat (10.11), regroup (10.12) or be activated for an operation (9.). May be withdrawn to the action cup during a deployment action (8.4).

Minor Army: A minor army defends its country (2.4.6). It counts towards occupation limits, but cannot move, attack, retreat, or regroup. A minor army is insufficient to make a country garrisoned (2.2.4).

Chinese Civil War Faction Marker: A Chinese civil war faction marker is a minor army, with some modifications (11.2.1). Only one faction marker can exist in each Chinese country.

NAVAL UNITS

Surface Fleet: May conduct naval raid (9.4.1) and base capture (9.4.2) operations, and support naval combat (10.2). May occupy sea areas adjacent to a friendly port. Blocks enemy naval movement (7.2.2) and LOCs (4.4). Costs two builds, and is placed on turn track for next turn when constructed (4.6).

Carrier Fleet: Upgraded surface fleet. The side with more carrier fleets in a combat gains carrier superiority (10.5).

Submarine Pack: May occupy sea areas up to two areas from a port. Blocks enemy naval movement (7.2.2) and LOCs (4.4). Cannot support (10.2) or be activated for an operation (9.).

AIR UNITS

Tactical Air Force: May conduct sweep operations (9.4.3) and support combat (10.2). In a combat, the side with more air forces (after air combat) gains air superiority (10.3).

Strategic Air Force: Upgraded tactical air force. May conduct raid operations (9.4). May occupy sea areas adjacent to a friendly airfield. Blocks enemy naval movement (7.2.2) and LOCs (4.4).

LOGISTICS UNITS

Logistics: Increases occupation limits in bases and negates restricted terrain penalties (2.3.8). Cannot move (7.2), retreat (10.11), regroup (10.12) or be activated for an operation (9.). May be withdrawn to the action cup during a deployment action (8.4).

NEUTRAL MARKERS

Turn: Marks the current two-year turn on the turn track. After the third crisis of a turn is resolved, flip to its Sudden Death side as a reminder the turn will end with the next crisis (3.4).

Crisis: When drawn from the action cup, resolve a crisis event (3.3.7). When the fourth crisis in a turn is drawn, end the turn instead (3.4).

Civil War Resolution: When drawn from the action cup, resolve all civil wars (11.1.3) on the map, including the Chinese civil war (11.2.3).

War Status: The first time war breaks out between two or more powers, place the war status marker on its Limited War side on the political display (5.7.1). When all three ideologies have a belligerent power, or when any power increases commitment to total war, flip the war status marker to its Global War side (5.7.2) and move it to the turn track two turns ahead. The game will end at the end of that turn (1.4).

Minor Limited Resource: A limited resource can be collected by a power that controls its area. Once converted (or damaged), a limited resource is removed from the game (4.3).

Damaged Resource: Used to mark a permanent resource damaged by strategic bombing (9.4.4).

Civil War: When a crisis event causes a civil war in an area, place a Civil War marker there (11.1). When a faction wins the civil war, flip the marker to its Civil War Winner side (11.1.4) (exception: decisive victory).

Intel: (Optional Rule) As a military action, a power may take the Intel marker, even if held by another player. Spend it to reroll a die roll, or return a drawn counter to the action cup and redraw.

Operation: When an offensive is played for operations (9.), the active power may use the appropriate number of Operation markers as a memory aid. Some Operation markers include relevant modifiers, such as augmentation (8.2) and extended range (7.3.3).

Surprise: When a power is subject to a surprise attack (9.8.3), place a Surprise marker in the target area as a memory aid that the power is penalized for that combat. After the operation, flip the marker to its No Surprise side and move it to the power’s ideology on the political display, to indicate that ideology’s immunity to surprise.

Chinese Civil War Status: While the Chinese civil war is Active it is resolved as usual (11.2.3). While any power has a land unit in a Chinese country, set the status marker to Inactive to show the resolution is modified.

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Cataclysm: A Second World War COUNTER GUIDE

Counter Guide ~ v45.3 (2016-06-01) ~ Page 2 of 2

POWER MARKERS

Flag: Represents the political currency of a power (5.2). A flag is played to attempt a political action (6.).

Offensive: An offensive is played to conduct one or more military actions (8.) based on the conversion rate (4.5) of the power’s current commitment (4.1). Additional offensives are gained while a power is belligerent (4.7) and when it increases commitment to mobilization and total war (6.4.2). Offensives are on the back of resource markers.

Resource: Resources are collected by a power (4.3.2) and converted into builds or offensives during production (4.5). Industrial resources act as production sites (2.3.7) and provide bonus (6.4.2) and war economy offensives (4.7). Resources are on the back of offensive markers.

Commitment: Marks a power’s current commitment (4.1) on its status card. When commitment is increased (6.4), flip the marker to indicate commitment cannot be increased again this turn.

Effectiveness: Marks a power’s current effectiveness (5.3). Flip the marker to its -1 side to indicate a temporary penalty to effectiveness.

Stability: Marks a power’s current stability (5.5). If stability falls below unstable, the power collapses (5.5.2).

Home Front: If a power‘s commitment is rearmament or higher, this marker is added to the action cup each turn. When drawn, the power must pass a home front stability test or reduce its stability (4.1.2).

Upgrade (army, fleet, or air force): Costs two builds. When played (3.3.3), flip a unit of the matching type that can trace an LOC (4.4) to its upgraded side, and return the upgrade marker to the power’s force pool. May not be added to force pool at civilian commitment.

Naval Base: A naval base (2.3.2) acts as a port for one naval unit and an airfield for one air unit.

Air Base: An air base (2.3.2) acts as an airfield for one air unit.

Score: Marks the current victory point total (1.5.1) for a power or ideology.

SPECIAL POWER MARKERS

Rhineland Demilitarized: While on the map, indicates that Germany cannot collect resources from the Ruhr (12.1). A limited industrial resource (2.3.6) is on the back side.

Limited Resource (Italy): Italy begins the game with a limited resource (2.3.6) in Roma (12.1). Once converted (or damaged), the limited resource is removed from the game (4.3).

Stresa Front: While on the political display, indicates that Germany and Italy cannot attack or attempt diplomacy against an area in the other’s interest (12.1).

Refit (Italy/France): This marker may be spent when constructing a surface fleet to reduce the cost of the fleet by one (12.1, 12.2).

Washington Naval Treaty: While on the political display, indicates that Japan, the UK, and the US may not add fleets to their force pools, nor deploy units or attack in designated areas in the Pacific map region (12.2).

US/Japan Trade: While on the map, indicates that the US must lend Japan (4.3.1) an industrial resource each turn (12.1).

Status Quo: While on the political display, indicates that the Democracies are subject to the limitations of the Status Quo special rule (12.2).

Lend Lease (US): While on the map, indicates that the US may lend resources to non-enemy powers (12.2).

A-Bomb (US): may be built by the US, then used to cause stability tests during a strategic bombing operation (12.2).

Posture (USSR): marks the current posture of the Soviet Union, indicating on its special rules card which penalties apply (12.3). Once per turn the Soviet Union may change its posture with a political action; flip the marker to its Changed side to indicate posture cannot change again until next turn.

Special Industrial Resources (USSR): The Soviet Union gains additional permanent industrial resources when its commitment is increased to mobilization and total war (12.3).

Trans-Siberian Railroad (USSR): While on the map, indicates that the Soviet Union has built the Trans-Siberian railroad and ignores restricted terrain in its Pacific home areas (12.3).

Revanche: Used in the Pour La Patrie “what if” scenario. While on the political display, indicates that Germany and France cannot attack or attempt diplomacy against an area in the other’s interest.

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Cataclysm: A Second World War CRISIS TABLES

Crisis Tables ~ v45.3 (2016-06-01)

ROLL PEACETIME CRISIS TABLE 6-6 LEAGUE OF NATIONS CONFERENCE: No effect.

6-5 Low Countries Declare Neutrality: A power with a cube in ungarrisoned Benelux must make an effectiveness check. If the check fails, remove the cube and retreat any non-land units in the area.

6-4 Scandinavian League: Powers with a cube in ungarrisoned Norway, Denmark, Sweden, Finland, or the Baltic States must make an effectiveness check for each. If the check fails, remove the cube and retreat any non-land units in the area.

6-3 Balkan Pact: Powers with a cube in ungarrisoned Yugoslavia, Romania, or Turkey must make an effectiveness check for each. If the check fails, remove the cube and retreat any non-land units in the area.

6-2 Little Entente: Powers with a cube in ungarrisoned Yugoslavia, Romania, or Czechoslovakia must make an effectiveness check for each. If the check fails, remove the cube and retreat any non-land units in the area.

6-1 Polish Non-Aggression Pact: A power with a cube in ungarrisoned Poland must make an effectiveness check. If the check fails, remove the cube and retreat any non-land units in the area.

5-5 Public Support: Every Democratic power makes an unmodified effectiveness check. Each power with the highest result receives a flag.

5-4 5-3

Chinese Resistance: Powers with cubes in ungarrisoned countries without a faction marker in China must make an effectiveness check for each. If the check fails, remove the cube and retreat any units in the area.

5-2 Political Crisis: Reduce Japan’s effectiveness by 1 until the end of the turn. Reroll if already in effect.

5-1 Political Crisis: Reduce Germany’s effectiveness by 1 until the end of the turn. Reroll if already in effect.

4-4 Failed Putsch: Germany chooses one controlled ungarrisoned country in its interest among those with the least resistance. Remove any cube and retreat any non-land units in the area.

4-3 Political Crisis: Reduce the United Kingdom’s effectiveness by 1 until the end of the turn. Reroll if already in effect.

4-2 Political Crisis: Reduce the United States’ effectiveness by 1 until the end of the turn. Reroll if already in effect.

4-1 Political Crisis: Reduce the Soviet Union’s effectiveness by 1 until the end of the turn. Reroll if already in effect.

3-3 Economic Setback: If the next counter drawn from the action cup is an offensive, flag, unit, or upgrade marker, discard and return it to the power’s force pool or available markers.

3-2 Civil War: Roll two dice to determine the area affected. If the area is ungarrisoned, place a Civil War marker there. If already in civil war, roll again.

6 Spain 5 Austria 4 Greece 3 Roll for Revolt (Wartime crisis 4-4) 2 Czechoslovakia 1 Benelux

3-1 6 Spain 5 Yugoslavia 4 Romania 3 Roll for Revolt (Wartime crisis 3-3) 2 Ukraine (place neutral cube) 1 Hungary

2-2 Public Opposition: The Democratic power(s) with the highest commitment level (except civilian) must make a stability test.

2-1 International Incident: Roll two dice. The powers indicated each gain a flag.

6 Japan & Soviet Union

5 Italy & France 4 Japan &

United States

3 Germany & France 2 Italy &

United Kingdom 1 Germany &

Soviet Union

1-1 CATACLYSM: Roll twice on the Crisis Table and implement both, sequentially. A 1-1 result on either of these rolls is treated as ‘No Event’.

ROLL WARTIME CRISIS TABLE 6-6 LEAGUE OF NATIONS CONFERENCE: No effect.

6-5 Resistance: The United Kingdom chooses an area with no power’s land units and at least one Fascist or Communist cube. The controlling power makes an effectiveness check. If it fails, remove all cubes and retreat any non-land units in the area.

6-4 Nationalists: Germany chooses an area with no power’s land units at least one Democratic or Communist cube. The controlling power makes an effectiveness check. If it fails, remove all cubes and retreat any non-land units in the area.

6-3 Partisans: The Soviet Union chooses an area with no power’s land units at least one Fascist or Democratic cube. The controlling power makes an effectiveness check. If it fails, remove all cubes and retreat any non-land units in the area.

6-2 Communist Coup: The Soviet Union must make a diplomacy attempt against any ungarrisoned country of its choice (even outside its interest). If it fails and the country is uncontrolled, other powers may attempt to take control as if it were attacked.

6-1 Fascist Coup: Germany must make a diplomacy attempt against any ungarrisoned country of its choice (even outside its interest). If it fails and the country is uncontrolled, other powers may attempt to take control as if it were attacked.

5-5 No Surrender: Each active power that has any of their home areas controlled by an opposing power gains one stability level (or one flag if their stability is already steady).

5-4 Political Crisis: If the Soviet Union has a counter in reserve, discard and return it to its force pool or available markers.

5-3 Political Crisis: If Italy has a counter in reserve, discard and return it to its force pool or available markers.

5-2 Political Crisis: If Japan has a counter in reserve, discard and return it to its force pool or available markers.

5-1 Political Crisis: If Germany has a counter in reserve, discard and return it to its force pool or available markers.

4-4 Colonial Revolt: Roll two dice to determine the area affected. If the indicated area contains no power’s land units, place a Civil War marker and neutral cube in the area and retreat any non-land units.

6 Transjordan 5 Egypt 4 North Africa

3 Indochina 2 Syria 1 Philippines

4-3 Political Crisis: If France has a counter in reserve, discard and return it to its force pool or available markers.

4-2 Political Crisis: If the United Kingdom has a counter in reserve, discard and return it to its force pool or available markers.

4-1 Political Crisis: If the United States has a counter in reserve, discard and return it to its force pool or available markers.

3-3 Colonial Revolt: Roll two dice to determine the area affected. If the indicated area contains no power’s land units, place a Civil War marker and neutral cube in the area and retreat any non-land units.

6 Iraq 5 India* 4 Burma * if controlled by the UK, it must make a stability test.

3 Libya 2 Borneo & New Guinea 1 South Africa

3-2 3-1

Chinese Resistance: Powers with cubes in ungarrisoned countries without a faction marker in China must make an effectiveness check for each. If the check fails, remove the cube and retreat any units in the area.

2-2 Assassination Attempt: The Fascist power with the lowest stability (ignore powers with commitment at civilian) must make an immediate stability test (only one power in case of a tie: Germany first, then Japan, then Italy).

2-1 Civil War: Roll two dice to determine the area affected. If the area is ungarrisoned, place a Civil War marker there. If already in civil war, roll again.

6 Spain 5 Austria 4 Yugoslavia 3 Greece 2 Romania 1 Czechoslovakia

1-1 CATACLYSM: Roll twice on the Crisis Table and implement both, sequentially. A 1-1 result on either of these rolls is treated as ‘No Event’.