DEFCON 1
DEFCON 1 Rulebook
Table of Contents
Table of Contents
A. Blocs
In DEFCON 1, 5 different BLOCS can be played.
3 major BLOCS:
- The Atlantic Alliance (AA), made up of the United States of America and their closest allies in Europe, in dark blue color.
- The Warsaw Pact (WP), made up of the USSR and their satellite states, in red color.
- The Non-Aligned Movement (NAM), made up of Third World countries that refuse to submit to the other dominant blocs, in green color.
2 minor BLOCS:
- The French Republic (FR), made up of metropolitan France, their colonies and overseas territories, in sky blue color.
- The People's Republic of China (PRC), made up of the main administrative regions of this populous Asian country, in orange color.
A.1. BLOC boards
Every BLOC board is unique but has some shared features. On the left side, you can see a TECHNOLOGY TREE used to manage your R&D. On the right side, there is the DEFCON track, and a pool to store your resources and SPECIAL UNITS (star symbol).
B. CONTROL markers
There are 4 types of CONTROL markers.
- Flag only - used to show CONTROL.
- Flag with shield icon - indicates POLITICAL PROTECTION.
- Flag with INSTABILITY I/II icon - indicates a region's level of instability.
C. Units
Each BLOC has their own pool of units. A unit may be a ground unit, a naval unit, or a special unit. It has a strength to show its combat power and its redeployment ability.
When an effect targets a unit without specifying anything, it may be a ground one or a naval one.
A destroyed unit goes back to their owner's pool and may be produced again.
A removed unit is permanently out of the game.
C.1. Ground units
There are 4 classes of ground units:
| Name | Strength | Shape |
|---|---|---|
| MOTORIZED DIVISION | 1 | Motorized vehicle |
| MECHANIZED CORPS | 2 | Mechanized vehicle |
| ARMORED ARMY | 3 | Tank |
| BUNKER | 3 | Bunker |
A CONTROL marker is not a unit, but it is considered to be strength 0 as it is possible to produce a strength 1 MOTORIZED DIVISION on it by performing an upgrade if it is a CONTROL marker of the following type:
- normal,
- POLITICAL PROTECTION.
C.2. Naval units
There are 3 classes of naval units:
| Name | Strength | Shape |
|---|---|---|
| FRIGATE DIVISION | 1 | Frigate |
| CRUISER SQUADRON | 2 | Cruiser |
| CVBG* | 3 | Carrier |
*CVBG: acronym for CARRIER VESSEL BATTLE GROUP.
C.3. Special units
Special units are associated with technologies that have the special unit icon (star symbol).
D. Game board
D.1. Territories, seas, and areas
The map has two main geographical elements: land and sea areas within a territory, indicated by circles.
A land territory may contain up to 3 land areas. Each sea counts as 1 maritime area.
It is possible for areas within the same territory to hold a different status during the game.
D.1.1. Main areas
A main area is an area in the color of 1 of the 5 BLOCS.
Each played BLOC begins the game in control of each of its main areas; they retain their natural influence in their main areas even when an opposing BLOC controls them [D.5 p. 3].
A main area is considered neutral if the BLOC of that color is not played.
Each BLOC has their own core territory which is the only territory composed of 3 areas. One of these 3 areas is the core area of that BLOC: USA I (Washington), ROSSIYA I (Mockva [sic]), IRĀN I (Tehrān), FRANCE I (Paris), and HÉBĚI I (Beijing).
D.1.2. Secondary areas
A secondary area is a gray area. It may be neutral, or controlled by a BLOC.
A secondary territory is controlled by a BLOC when that BLOC has a CONTROL marker in every area of that territory.
A main area controlled by an opposing BLOC is considered a secondary area.
D.2. Control & area occupancy
Any land or maritime area may only be occupied by 1 unit at the same time. An area with no units is empty.
D.2.1. Land control
A land area is controlled when a BLOC has 1 of their CONTROL markers in it.
D.2.2. Maritime occupancy
A maritime area is either occupied or empty, but it may never be controlled.
D.3. Adjacency
All the areas of a territory are considered adjacent to each other.
A territory is adjacent to another if they share the same land border.
A territory is adjacent to another for one BLOC if they are linked by a sea occupied by that BLOC.
A body of water in sky blue gives automatically an adjacency between the areas around it. SOUTH EUROPA, TÜRKIYE, KAVKAZ, OUKRAÏNA and BALKANS are all adjacent thanks to the Black Sea.
D.4. Area key
D.4.1. Resources
The icons next to the land and sea area circles give their controller corresponding resources in every phase 0.
- Each INFLUENCE icon yields: 1 INFLUENCE cube in the color of its controller.
- Each R&D icon yields: 1 R&D cube.
- Each OIL icon yields: 1 OIL barrel.
- Each URANIUM icon yields: 1 URANIUM barrel.
D.4.2. Factory
- An OPERATIONAL FACTORY allows its controller to produce 1 unit once per turn.
- A NON-OPERATIONAL FACTORY can be converted by its controller to an operational factory for the rest of the game by spending 2 R&D cubes during R&D phase 1.
D.5. Natural Influence
Some areas have an INDICATOR icon with colored circle segments to show the natural influence for that area. Only the BLOCS represented by those colors may attempt a coup in that area.
The Atlantic Alliance, the Warsaw Pact, and the Non-Aligned Movement each have a natural influence INDICATOR icon in MOÇAMBIQUE.
D.6. Straits
Some territories are linked by a white dual arrow which depicts a STRAIT. A strait is considered to be an overland route. A unit may always be redeployed and always attack by crossing a STRAIT.
Example: the STRAIT of Gibraltar links MAROC and ESPAÑA in case of a redeployment or a ground attack, and links MM and A1 in case of a redeployment or a naval attack.
E. Setup for 5 players
For the best game experience, we recommend taking your places around the game board, in front of the BLOC you are playing, as shown in the setup illustration.
The illustration shows the components of each BLOC (example shown is the Non-Aligned Movement):
- OBJECTIVES deck
- MISSIONS deck
- BLOC board
- CONTROL markers
- TECHNOLOGY TREE
- DEFCON score
- R&D pool
- OIL pool
- URANIUM pool
- INFLUENCE pool
- AVAILABLE SPECIAL UNITS space
- SPENT SPECIAL UNITS space
- INFLUENCE bank
- Available Units
- Unavailable Units
The illustration also notes that the core territory of the French Republic is made up of 3 areas: FRANCE I (with BUNKER), FRANCE II, and FRANCE III (with silo). These 3 areas, like ALGÉRIE I, ALGÉRIE II, and MAROC, are French Republic's main areas. ESPAÑA is a secondary area. The factory in BRD II, which is controlled by the Atlantic Alliance, is non-operational.
The secondary areas of SOUTH KOREA and TÁIWĀN have non-operational factories. They are occupied by neutral MOTORIZED DIVISION units. INDONESIA is a main area of the Non-Aligned Movement and contains OIL and a linked silo. AUSTRALIA I contains OIL, and only the Atlantic Alliance has a natural influence there. This area has an INSTABILITY II marker at the beginning of the game.
The illustration also includes a legend for the common components: the INSTABILITY I/II, NEUTRAL units, and OPERATIONAL FACTORY markers; the DEFCON track, SPACE RACE track, turn sequence, NUKE markers, R&D bank, INITIATIVE track (turn order), OIL bank, URANIUM bank, and TECSAT tiles and SATELLITE tokens.
The units shaded and outlined in gray will be added to the BLOC's pool once the corresponding MISSION card has been completed. The shaded units will be added to the BLOC's pool once the associated technology has been developed. The green outlined units are in the BLOC's pool at the beginning of the game (those in white are placed on the map during setup).
When playing with the DD5 AIR STRIKE expansion, place your aviation technologies in the empty spaces.
F. DEFCON track
The DEFCON track shows the international tension level and makes new actions available to players depending on the DEFCON level reached during the game.
A game always starts at DEFCON 5 level and may go up to DEFCON 1 level.
F.1. DEFCON progression
Each time a player resolves an action that raises the international tension, they resolve a DEFCON adjustment.
The actions that raise the international tension are:
- Taking control of a land area controlled by an opponent, or a neutral main area with a coup or an attack.
- Starting from DEFCON 4, the destruction of an opposing naval unit.
F.1.1. DEFCON modification
When a player is required to resolve a DEFCON adjustment, they move the DEFCON marker 1 space to the right on the DEFCON track, and they add 1 to their DEFCON score on their BLOC board.
F.2. Available actions depending on the DEFCON level
F.2.1. DEFCON 5
- Make coups in opponents' main areas,
- Make coups or attacks in neutral main areas, and in any secondary areas,
- Bomb neutral main areas, and any secondary areas,
- Regain control of your main areas by making coups or attacks.
F.2.2. DEFCON 4
Besides the actions available in DEFCON 5, you may:
- Attack opposing naval units with your naval units.
F.2.3. DEFCON 3
Besides the actions available in DEFCON 4, you may:
- Produce nuclear missiles,
- Equip your SSBN units with nuclear missiles.
F.2.4. DEFCON 2
Besides the actions available in DEFCON 3, you may:
- Bomb opposing main areas,
- Make attacks in any opposing main areas.
F.2.5. DEFCON 1
Besides the actions available in DEFCON 2, you may:
- Launch nuclear missiles.
G. Cards
There are 2 types of cards: OBJECTIVE and MISSION. Each card has a number at the bottom right corner. The OBJECTIVE cards are played in the STRATEGY mode, while the MISSION cards are playable in every game mode.
G.1. OBJECTIVE cards
An OBJECTIVE card states the conditions to fulfill to win the game.
The objective's artwork helps the player locate themselves on the map. Areas showing their flag are areas they must control, those showing their color are areas they may control from among those listed.
Example: The objective on the left asks you to control the 6 areas showing the USA flag, and 2 areas of the player's choice among those depicted in AFRICA and 2 areas among those depicted in SOUTH AMERICA.
G.2. MISSION cards
No player may have more than 3 MISSION cards at the same time.
A MISSION card lists the conditions to fulfill to gain a bonus. The player may be requested to:
- take control of 1 or more areas,
- to have developed a technology,
- to control a number of resources on the map,
- to own specific units,
- to have reached a specific space program,
- to make use of a specific technology,
- to resolve a specific action.
The player may be requested to keep control of some of their main areas, to control new areas and/or a number of areas of their choice depending on specific requirements, and/or to occupy a sea.
Example: the MISSION Science card asks the Non-Aligned Movement to control 6 areas which contain the R&D resource.
H. Game setup
Place 1 CONTROL marker per BLOC played on the INITIATIVE track in the bottom right hand corner of the map, from left to right, and in this order:
- The Atlantic Alliance,
- The Warsaw Pact,
- The French Republic,
- The Non-Aligned Movement,
- The People's Republic of China.
During the first turn, the least influential BLOC is the People's Republic of China and the most influential is the Atlantic Alliance.
The game setup is the same for every game mode. Place the following units depending on the BLOCS played:
H.1. The Atlantic Alliance
- 1 BUNKER in USA I.
- 1 CRUISER SQUADRON unit in A4.
- 1 MECHANIZED CORPS unit in ALASKA.
- 1 MECHANIZED CORPS unit in BRD II.
- 1 MOTORIZED DIVISION unit in USA II.
H.2. The Warsaw Pact
- 1 BUNKER in ROSSIYA I.
- 1 FRIGATE DIVISION unit in MB.
- 1 ARMORED ARMY unit in DDR.
- 1 MECHANIZED CORPS unit in CHUKOTKA.
- 1 MOTORIZED DIVISION unit in ROSSIYA II.
- 1 MOTORIZED DIVISION unit in ROSSIYA III.
- 1 SSN unit in your AVAILABLE SPECIAL UNITS space.
- 1 POLITICAL PROTECTION marker in KAVKAZ.
- 1 POLITICAL PROTECTION marker in KAZAKHSTÁN.
H.3. The Non-Aligned Movement
- 1 BUNKER in IRĀN I.
- 1 FRIGATE DIVISION unit in I2.
- 1 MECHANIZED CORPS unit in INDONESIA.
- 1 MOTORIZED DIVISION unit in LĪBIYĀ.
- 1 MOTORIZED DIVISION unit in EGYPT I.
H.4. The French Republic
- 1 BUNKER in FRANCE I.
- 1 FRIGATE DIVISION unit in MM.
- 1 MOTORIZED DIVISION unit in DJIBOUTI.
- 1 MOTORIZED DIVISION unit in GUYANE.
- 1 MOTORIZED DIVISION unit in INDOCHINE.
- 1 POLITICAL PROTECTION marker in A.É.F.
- 1 POLITICAL PROTECTION marker in A.O.F.
H.5. The People's Republic of China
- 1 BUNKER in HÉBĚI I.
- 1 MECHANIZED CORPS unit in HÉBĚI II.
H.6. Unplayed Blocs
Place these units in the following land areas within the main area of every unplayed BLOC:
- FACTORY area (core area): 1 BUNKER unit,
- INFLUENCE/OIL area: 1 MOTORIZED DIVISION unit,
- URANIUM area: 1 MECHANIZED CORPS unit,
- When the Atlantic Alliance is not played, place 1 MECHANIZED CORPS unit on the non-operational factory in BRD II.
H.7. INSTABILITY II markers
Place 1 INSTABILITY II marker in the following areas: AUSTRALIA I, AUSTRALIA II, NORTH KOREA, SOUTH EUROPA, SAHARA, TÜRKIYE, and CUBA.
H.8. Neutral units
Place 1 neutral MOTORIZED DIVISION unit in every secondary area of the following types: FACTORY/URANIUM/INFLUENCE/OIL that does not contain an INSTABILITY II marker.
H.9. Resources
Every player takes the first turn resources as shown on their BLOC board.
Warning! The Non-Aligned Movement does not gain uranium until it has developed the URANIUM technology.
H.10. DEFCON track
Place the DEFCON marker in the first space on the DEFCON track.
I. Gameplay
Every game is a series of turns, each broken into 5 phases.
Every phase is played by each BLOC, in initiative order: the leftmost BLOC on the INITIATIVE track is the first to play their phase, then in descending order. The BLOC playing their phase is the ACTIVE BLOC.
- Phase 0: INITIALIZATION.
- Phase 1: R&D.
- Phase 2: POLITICS.
- Phase 3: PRODUCTION.
- Phase 4: NUCLEAR.
- Phase 5: OPERATIONS.
During the first turn, do not play phase 0.
[0] Initialization phase
No effect marked with the red reaction icon may be played during this phase [1.4 p. 9].
All actions of this phase may be performed simultaneously by all players, but each player must resolve the phase in the following order:
0.1. Draw Mission cards
Refill your hand to 3 MISSION cards.
0.2. Update political statuses
- Flip every INSTABILITY I marker to its INSTABILITY II side.
- Flip every POLITICAL PROTECTION CONTROL marker to its CONTROL side.
0.3. Special units
Move all the special units from your SPENT SPECIAL UNITS space to your AVAILABLE SPECIAL UNITS space.
0.4. Refresh TECHNOLOGY tiles
Flip every spent TECHNOLOGY tile, or the associated markers, onto their AVAILABLE side.
0.5. Gain Resources
Keep the resources already on your BLOC board. Each BLOC gains resources depending on the type of areas it controls and places them on their BLOC board:
- 1 INFLUENCE cube per controlled INFLUENCE area,
- 1 R&D cube per controlled R&D area,
- 1 OIL barrel per controlled OIL land area, or occupied OIL maritime area,
- 1 URANIUM barrel per controlled URANIUM area.
0.5.1. Pool limits
Warning! You may never exceed the limit written on your BLOC board for each of your 4 resources: excess is lost.
0.6. Initiative
At the beginning of each turn, starting from the second turn, organize the BLOCS into Initiative order on the dedicated track.
Organize the CONTROL markers of the BLOCS highest to lowest depending on the number of INFLUENCE cubes the BLOC has in their pool on their BLOC board.
In case of a tie, the tied BLOC which had the initiative over the other during the previous turn keeps it.
[1] R&D phase
During this phase, in the order of your choice, you will be able to:
- develop available technologies,
- make factories operational,
- invest in the space race.
1.1. Technology tree
Spend your R&D cubes by launching technology programs to upgrade your BLOC in military, political, and economical endeavors. To do this, invest the number of R&D cubes shown for each technology available on your BLOC board. Each technology is detailed in the TECHNOLOGY booklet.
1.2. The steps
Some technologies are developed in one step, some others in two steps.
To develop a technology step, you must spend the number of R&D cubes shown for that step.
To develop the 2nd step of a technology either wait until the next turn and pay the cost shown, or you can choose to immediately develop the 2nd step in the same turn by doubling the cost of the 2nd step.
Example: The Warsaw Pact chooses to start developing POLITBURO during the 1st turn. This technology is divided into 2 steps, respectively of values 1 and 2. During the 1st turn, the WP spends 1 R&D cube and places the POLITBURO tile on the 2nd step side to cover the corresponding space on their BLOC board. They choose to complete that development during the next turn, for a cost of 2 R&D cubes. If the WP had chosen to complete that development during the 1st turn, they would have spent 5 R&D cubes (1 + 2 x 2) to immediately complete the technology, and gain 1 INFLUENCE cube and draw 1 MISSION card.
Designer's note: You are allowed to have different technologies being developed at the same time. You may complete them when you wish to, or they may stay incomplete.
1.3. Linked technologies
Some technologies may only be developed once others have been completed first. These technologies are linked with an arrow.
Example: The French Republic cannot develop BOMBE H before BOMBE A has been completed, and BOMBE A cannot be developed before NUCLÉAIRE CIVIL has been completed.
When you have completed a linked technology, you may immediately start developing technologies that are linked to that one at no extra cost.
Example: The Non-Aligned Movement completes URANIUM during the 1st turn by spending 1 R&D cube. Then, they choose to immediately start developing BIOHAZARD by spending 1 R&D cube.
1.4. Technology activation timing
As soon as you have completed a technology, its effects are activated. A bonus showing the red reaction icon applies once the development is completed.
Each technology has a reminder at the bottom of the phases it may be triggered during.
A technology with the red reaction icon may be triggered during any phase when you are the active BLOC.
Some technologies provide actions that have an associated cost to trigger the action.
1.5. Make a factory operational
You may make a factory operational by spending 2 R&D cubes. Place a FACTORY marker to indicate this.
1.6. Space race
To proceed on the space race, you must complete ICBM technology first.
Example: The Atlantic Alliance chooses to rely on the space race at the start of the game. They have 5 R&D and play their R&D phase. First, they spend 1 R&D cube to develop ICBM, which allows them to play the MISSION Operation Paperclip card. They choose to gain 1 R&D cube and complete LOW.
In DEFCON 1, the space race depicts a series of space programs with achievements that provide:
- INFLUENCE cubes,
- new space technologies to develop,
- activation of satellites.
1.6.1. Procedure
Spend 1 R&D cube to move the SPACE marker 1 SPACE PROGRAM box to the right on the SPACE RACE track.
You gain 1 INFLUENCE cube as well as the space program's owner, even if they did not develop ICBM. If you also are the space program's owner, you gain only 1 INFLUENCE cube.
It is sometimes possible to move the SPACE marker multiple boxes with one action (reward, NASA, etc.), however, influence is only gained once for these situations.
1.7. Space technologies
If the SPACE marker reaches or passes over a space program that provides a technology, the BLOC owning the program places the corresponding TECHNOLOGY tile on their BLOC board even if they did not develop ICBM.
Example continued: The Atlantic Alliance developed ICBM, and now spends 1 R&D cube to start the space race. They move the SPACE marker on SPOUTNIK space program. They gain 1 INFLUENCE cube, as does the Warsaw Pact, since they own that program. Then, they spend 1 other R&D cube to reach the NASA space program and place the corresponding TECHNOLOGY tile on their BLOC board and gain 1 INFLUENCE cube. By spending 2 R&D cubes, the Atlantic Alliance completes NASA, and now they can spend 1 R&D cube to move the SPACE marker 2 boxes to reach PIERRES PRÉCIEUSES program! They gain 1 INFLUENCE cube, as does the French Republic, since they own that program.
The Warsaw Pact gets TSAR BOMBA even if they did not complete ICBM.
1.8. Satellites
A BLOC that developed ICBM gains 1 SATELLITE token which is placed in their AVAILABLE SPECIAL UNITS space as soon as the SPACE marker reaches or passes over a space program showing a SATELLITE.
Example continued: Only the Atlantic Alliance, because of their rush on the space race in the 1st turn, gains 1 SATELLITE token.
Then, flip the first non-active TECSAT tile to make its effect active for the rest of the game.
1.8.1. Recon satellite
During the ground or naval redeployments of your OPERATIONS phase, spend 1 SATELLITE token to perform 1 additional redeployment with 1 of your units.
The chosen unit may perform only 1 additional redeployment during that OPERATIONS phase (phase 5).
1.8.2. Military communication satellite
During any of your phases (red reaction icon), spend 1 SATELLITE token and discard 1 MISSION card of your choice from your hand to draw 3 MISSION cards; then choose 1 card among these 3 cards to add to your hand, and place the remaining 2 under your MISSION deck.
1.8.3. Spy satellite
During any of your phases (red reaction icon), spend 1 SATELLITE token to force the opponent of your choice to discard 1 MISSION card of their choice from their hand.
[2] Politics phase
This phase is divided into 2 sub-phases:
- Coups.
- Destabilizations.
Each BLOC plays their whole phase (the 2 sub-phases), before proceeding to the next player in initiative order.
2.1. Coup
You may attempt a coup in an INSTABILITY II area where you have a natural influence.
2.2. Coup in a neutral area
Spend 1 INFLUENCE cube to attempt a coup.
Only another BLOC that has a natural influence in that area may try a coup at the same time, or try to prevent you from succeeding.
If more than one BLOC wishes to contest the attempted coup, the BLOC with the highest initiative is the one who opposes.
Example: Three BLOCS have a natural influence in CONGO: the Atlantic Alliance, the Non-Aligned Movement, and the French Republic.
2.2.1. No opposition
If no other BLOC can or wants to contest your coup, place 1 of your CONTROL markers in the target area, and you may place there 1 MOTORIZED DIVISION unit from your pool.
2.2.2. Power struggle
When another BLOC has chosen to contest the coup in an area, there is a power struggle.
Firstly, the inactive BLOC (the one contesting the attempt) must spend 1 INFLUENCE cube to match the cube already spent by the active player. Those two cubes, the one initially spent by the active BLOC and the one spent by the inactive BLOC to enter the power struggle, are then discarded and ignored.
2.2.3. First bid
The inactive BLOC may bid as many INFLUENCE cubes as they wish, or none, in which case they give up that power struggle.
2.2.4. Second bid
The active BLOC chooses one:
- give up,
- bid the same number of INFLUENCE cubes,
- outbid.
2.2.5. Outcome
The BLOC who bade the most INFLUENCE cubes wins the power struggle, they must have bidden at least 1 INFLUENCE cube. In case of a tie, the BLOC with the highest initiative wins the power struggle.
Warning! The cost to enter the power struggle is not taken into account, only the bids are.
The BLOC who wins the power struggle places 1 of their CONTROL markers in the target area and may place 1 MOTORIZED DIVISION unit from their pool.
Bids are discarded.
If neither of the 2 BLOCS chooses to bid after entering the power struggle, the area remains unstable.
Example: The French Republic decides to attempt a coup in SAHARA which has an INSTABILITY II marker. They spend 1 INFLUENCE cube. The NAM chooses to counter the FR and also spend 1 INFLUENCE cube. Those INFLUENCE cubes are discarded and bidding may start! The inactive BLOC goes first: the NAM decides to bid 2 INFLUENCE cubes. The French Republic, who has a higher initiative this turn, may win the power struggle by bidding the same amount as the NAM. The FR does that by bidding 2 INFLUENCE cubes, and places 1 of their CONTROL markers in the area. They also choose to place 1 MOTORIZED DIVISION unit in that area. That success allows them to play the MISSION Contrôle du Sahel card. The FR chooses the R&D cube and the OIL barrel.
Example: BRD II is under control of the Atlantic Alliance, but is in INSTABILITY II and its factory has been made operational previously. The Warsaw Pact chooses to attempt a coup. They spend 1 INFLUENCE cube. Automatically and freely, the AA enters the power struggle against the WP, without spending influence. The WP INFLUENCE cube is discarded, and the power struggle may start! The AA is the inactive BLOC, they bid first. They have 2 INFLUENCE cubes in their pool, while the WP has 4. The AA chooses to not bid and gives up BRD II. Even if the WP has the initiative, they need to spend at least 1 INFLUENCE cube to win the power struggle. The WP chooses to do that and replaces the INSTABILITY II in BRD II with 1 of their CONTROL markers. This was an important win for the WP because it now has an additional factory as well! The WP resolves a DEFCON adjustment (they move the DEFCON marker 1 space to the right on the DEFCON track, and they add 1 to their DEFCON score). The international tension has increased...
2.3. Coup in a controlled area
This coup is different from one in a neutral area because the BLOC controlling it automatically and freely enters the power struggle. Apart from that, the bidding procedure is the same.
- If the BLOC controlling the area wins the power struggle, the area is stable again: flip the CONTROL marker onto its FLAG side.
- Otherwise, the other BLOC places 1 of their CONTROL markers in the target area.
When a coup results in a change of control from one BLOC to another, do not forget to resolve a DEFCON adjustment: move the DEFCON marker on the DEFCON track, and the DEFCON score of the victorious BLOC.
The BLOC who wins the power struggle may place 1 MOTORIZED DIVISION unit from their pool in the target area.
Note that in case of a coup with no opposition, you only need to spend 1 INFLUENCE cube. But, if there is a power struggle, you need to bid at least 1 INFLUENCE cube, even if the opponent gives up.
Example: The People's Republic of China wishes to attempt a coup in NORTH KOREA which has an INSTABILITY II marker. They spend 1 INFLUENCE cube. The Warsaw Pact, the only other BLOC who has a natural influence, does not wish to enter the power struggle. The PRC gains control of NORTH KOREA and replaces the INSTABILITY II marker with 1 of their CONTROL markers. They also choose to place 1 MOTORIZED DIVISION unit there.
2.4. Destabilization
2.4.1. Neutral area
Spend 1 INFLUENCE cube to destabilize a neutral area (main or secondary) in which you have a natural influence, or a neutral area with a land adjacency to a land area you control.
Destroy the neutral unit that may be in that area and place an INSTABILITY I marker.
Note: You can see these markers are strength 1. This simulates the chaos of the various factions that are there.
Example: The Atlantic Alliance would like to gain control of ARGENTINA. During the DESTABILIZATION sub-phase of the POLITICS phase, and thanks to their natural influence in that area, they spend 1 INFLUENCE cube to replace the neutral MOTORIZED DIVISION unit with an INSTABILITY I marker. During the INITIALIZATION phase of the next turn, they will have to flip the INSTABILITY I on its INSTABILITY II side.
2.4.2. Controlled area
Spend 1 INFLUENCE cube to destabilize an area controlled by another BLOC if the 2 following conditions are met:
- you have a natural influence in that area, or it is adjacent by an overland route to an area you control,
- the target BLOC owns no units and no CONTROL marker on its POLITICAL PROTECTION side is in that area.
Place a CONTROL INSTABILITY I marker of the target BLOC.
Warning! It is impossible to destabilize an area in a core territory (USA, ROSSIYA, IRĀN, FRANCE, and HÉBĚI) except if an outsider BLOC controls it.
Example: The Warsaw Pact controls YISRĀ'EL. As this area is adjacent to multiple areas controlled by the Non-Aligned Movement, the WP may wreak havoc. The areas AL-'ARABIYYA AS-SA'ŪDIYYA I and AL-'ARABIYYA AS-SA'ŪDIYYA II contain no units and no POLITICAL PROTECTION markers, the WP spends 2 INFLUENCE cubes to place an INSTABILITY I CONTROL marker in NAM color in each of those 2 areas. During the next INITIALIZATION phase, you will have to flip those 2 markers onto their INSTABILITY II side.
Example continued: As no opposing BLOC has natural influence, these areas may not suffer a coup. But this becomes a problem for the NAM who loses 2 OIL resources until they do not re-stabilize those 2 areas!
Designer's note: You may use different methods to restore order in your unstable areas: militarily, by attacking, politically, by winning a power struggle started by another BLOC, or for the Atlantic Alliance, by using the CIA technology.
2.4.3. Effects
An INSTABILITY I/II area does not produce the resource it contains, its factory is unable to produce, it is not possible to produce a unit in it, and no unit may pass through it, be deployed in it, or be placed in it, except the French Republic's LÉGION ÉTRANGÈRE unit. Placement, and launch of nuclear missiles are unaffected.
[3] Production phase
During this phase, you may produce units and upgrade units.
3.1. Production with factories
You may produce for free 1 unit which is in your pool, per turn and per operational factory you control, provided you have developed the technology that allows you to produce that unit.
3.1.1. Placement
- A produced ground unit is placed in an area you control that contains the OPERATIONAL FACTORY that produced it, or a land area adjacent to this area.
- A produced naval unit is placed in a maritime area adjacent to an area you control that contains the OPERATIONAL FACTORY which produced it.
You may place a unit in an area that already contains one of your units by replacing it with one of a higher strength. The replaced unit goes back to your pool and is available again.
- The special units SSN, SSBN, TACTICAL LAUNCHER, 13e RDP, and LÉGION ÉTRANGÈRE you produce are placed in your AVAILABLE SPECIAL UNITS space.
Example: The French Republic wants to produce an ARMORED ARMY unit in ALGÉRIE II. To this end, they use their FRANCE I factory coupled to the sea bridge created through their FRIGATE DIVISION unit located in MM. Then, they play the MISSION Appelés du contingent card and choose the INFLUENCE cube reward.
3.2. Unit upgrade
Spend 1 OIL barrel and 1 R&D cube to upgrade by 1 strength one of your units already in play anywhere on the map, providing you have developed the technology to produce it and the upgraded unit is available in your pool.
You may upgrade as many units as you wish, and you may upgrade the same unit more than once.
You may also upgrade one of your CONTROL/POLITICAL PROTECTION markers anywhere on the map to place 1 MOTORIZED DIVISION on it. Special units may never be upgraded.
Example: The Non-Aligned Movement owns a MECHANIZED CORPS unit in AFGÂNISTÂN. As they have developed the HEAVY UNITS technology and they have an ARMORED ARMY unit in their pool, they may spend 1 OIL barrel and 1 R&D cube to upgrade their MECHANIZED CORPS unit to an ARMORED ARMY unit. They place back the MECHANIZED CORPS unit in their pool.
Designer's note: The success of a MISSION card may also give a free upgrade as a reward.
[4] Nuclear phase
Warning! Nuclear strikes become available only at DEFCON 1.
This phase is not played by initiative order, but by DEFCON order, namely the DEFCON score on each BLOC board: the BLOC with the highest DEFCON score has the initiative, then in descending order of DEFCON score. In case of a tie, the tied BLOC at the leftmost position on the INITIATIVE track prevails.
This phase is divided into 2 sub-phases:
- Nuclear strikes - Each BLOC resolves this sub-phase in DEFCON order.
- Nuclear production - Each BLOC resolves this sub-phase in DEFCON order.
Designer's note: The NUCLEAR phase is the only one during which all the BLOCS play the sub-phase 1, then they all play the sub-phase 2. Production of nuclear weapons happens after firing the missiles, so you cannot produce a missile and fire it during the same turn. You must produce your missiles before, to be ready when the nuclear warfare begins!
4.1. Nuclear strike
4.1.1. Equip a missile
You equip a nuclear missile with the type of nuclear bomb of your choice when you fire it, depending on the technologies you have currently developed.
Any missile you fired goes back to your pool.
4.1.2. Range & point of impact of a missile
A nuclear missile may be fired at a maximum range corresponding to the BALLISTICS STRIKE template. Measurement is done from the silo, the yellow point where the missile has been placed. A silo is always represented on the map by a circle with yellow dashes.
You must be able to reach the target territory; then you choose which areas you hit within that territory, depending on the type of bomb you equipped.
4.1.3. Nuclear strike from a SSBN
During your NUCLEAR STRIKE sub-phase, if you own a SSBN unit equipped with 1 or more missiles, you may target any territories on the map.
Each missile on a SSBN may strike a different territory.
Your SSBN unit will still be able to act during the OPERATIONS phase of the turn.
4.1.4. Damage done with a nuclear strike
The damage created through a nuclear strike depends on the strength of the bomb you used.
- An A-BOMB targets 1 area; it removes any unit that area contains, and destroys any missile that area contains.
- A H-BOMB targets up to 2 areas in the same territory; it removes any units, resources, and factories those areas contain, and destroys any missiles those areas contain.
- A TSAR BOMBA targets up to 3 areas in the same territory; it removes any units, resources, and factories those areas contain, and destroys any missiles those areas contain.
Place 1 NUKE marker to cover the removed resource or factory.
Removed units cannot be produced anymore.
The BLOC controlling the area hit by a nuclear strike does not change.
4.1.5. Striking a maritime area
You may also target a maritime area if it is in range of your silo. The removed naval unit cannot be produced anymore.
If you strike an area containing an OIL resource with a H-BOMB, place 1 NUKE marker to cover the removed resource.
Designer's note: Nuclear weapons cause long-term devastation. Targeted areas are unable to produce resources again. The impact on production is also shown by hit units and factories being permanently removed from the game.
Example: The Warsaw Pact owns a SSBN unit equipped with 2 missiles, and a missile in the silo in CUBA. During the NUCLEAR STRIKE sub-phase, the missile in CUBA is fired towards the USA using a TSAR BOMBA. The units in these 3 areas in the USA are removed and the resource icons in these 3 areas are covered with NUKE markers. These resources will not be available again during this game. The WP may now play their MISSION RDS-202 card to take control of 2 of these 3 areas hit by the TSAR BOMBA.
Example continued: To finish the Atlantic Alliance, the Warsaw Pact chooses to use their SSBN unit to hit CANADA and MN. They equip the 2 missiles with H-BOMB and remove the 3 units and the 3 resources in those areas for the rest of the game.
4.2. Nuclear production
4.2.1. Production & placement of a missile
Spend 3 URANIUM barrels per missile you want to produce, if you have developed the technologies A-BOMB and ICBM, and the international tension is at DEFCON 3 level or less.
Place your missile in a silo linked to an area you control. You may place more than 1 missile into the same silo.
4.2.2. Sub-Surface Ballistic Nuclear (SSBN)
Spend 3 URANIUM barrels per missile you want to equip in your SSBN unit.
Place these missiles with your SSBN unit in your AVAILABLE SPECIAL UNITS space. These missiles are the nuclear missile pool of your SSBN.
Your SSBN unit may be reequipped with nuclear missiles during the NUCLEAR phase by spending 3 URANIUM barrels per missile.
A SSBN unit may fire A-BOMB and H-BOMB.
If a SSBN unit is destroyed, the missiles it is equipped with are also destroyed.
Example: The Atlantic Alliance were devastated in North America by the Russian nuclear missiles. But they still stand a chance to win in Europe. They weren't able to retaliate during the NUCLEAR STRIKE sub-phase as they did not have any missile, so they will make sure to be ready for the next turn. During the sub-phase NUCLEAR PRODUCTION, they spend 3 URANIUM barrels to place a missile in the silo in BRD II. Then they spend 3 other barrels to produce another missile. They could also place it in BRD II to be stronger against the center of the Warsaw Pact, but to keep some security, they choose to place their second missile in the UNITED KINGDOM I silo, even though it can reach less enemy territories from that location. They will be able to fire missiles during the NUCLEAR STRIKE sub-phase of the next turn.
[5] Operations phase
This phase is divided into 2 sub-phases:
- Naval Redeployments & warfare.
- Ground redeployments & warfare.
Each BLOC plays their whole phase (the 2 sub-phases), before proceeding to the next player in initiative order.
5.1. Naval redeployments & warfare
Each naval unit may be redeployed once, then attack an opposing naval unit.
Each naval unit may also bomb at any time during this phase.
5.1.1. Bombing
Once per turn, at any moment of the REDEPLOYMENTS & NAVAL WARFARE phase, you may perform bombing with your naval units in land areas adjacent to the sea they occupy.
Designer's note: Even at DEFCON 5 level, you may bomb any neutral main area, and any secondary area. Starting from DEFCON 2 level, you may also bomb any main area.
Each bombing costs 1 OIL barrel.
- A CRUISER SQUADRON unit destroys 1 MOTORIZED DIVISION unit.
- A CVBG unit destroys 1 MECHANIZED CORPS unit, or up to 2 MOTORIZED DIVISION units in adjacent territories.
5.1.2. Naval redeployment
A FRIGATE DIVISION unit may be moved up to 2 maritime areas. The redeployment area must be empty. In the case of a 2-area movement, the area crossed cannot contain any unit.
A CRUISER SQUADRON unit or CVBG unit may move 1 maritime area. The redeployment area must be empty.
You may exchange the position of 2 of your naval units if none of them have already been redeployed and you do not exceed, after these movements, the redeployment abilities of those 2 units.
You may move from a maritime area of the East edge of the map to a maritime area of the West, and vice versa, by moving through one of the 3 triangles at the same latitude.
Designer's note: It is not possible to make combined attacks in DEFCON 1, you cannot make units converge from different areas to attack the same area. It is really important to place correctly your units depending on your objectives and your missions, to have the strongest units where they are needed.
5.1.3. Straits
You may redeploy a naval unit through a STRAIT, even if the adjacent land areas are occupied by opposing units.
5.1.4. Naval warfare
Naval warfare is allowed starting from DEFCON 4.
A naval unit may spend 1 OIL barrel to attack and destroy an opposing naval unit in an adjacent area which has a lower strength compared to the attacking unit.
- A CRUISER SQUADRON (strength 2) destroys a FRIGATE DIVISION (strength 1) unit.
- A CVBG (strength 3) unit destroys a CRUISER SQUADRON (strength 2) unit, or a FRIGATE DIVISION (strength 1) unit.
If you have SSN/SSBN units in your AVAILABLE SPECIAL UNITS space, you may engage them to support your naval unit: each engaged SSN/SSBN unit adds 1 strength.
Designer's note: This way, you may make an attack that would normally be impossible, or prevent an opposing attack against your naval units.
5.1.5. Naval warfare procedure
The attacker may engage 1 SSN/SSBN unit from their AVAILABLE SPECIAL UNITS space. Then, the defender may engage 1 SSN/SSBN unit from their AVAILABLE SPECIAL UNITS space. Repeat until each of the 2 BLOCS do not want to engage other SSN/SSBN units.
Each SSN/SSBN unit adds 1 strength to the naval unit which received the bonus. Calculate the strength of commitment of each side and check if the attacker exceeds the defender.
- If this is the case, the defender's naval unit is destroyed. The attacker chooses to either occupy the attacked area with the attacking unit, or leave the attacking unit in its current area. Reminder: the attacker resolves a DEFCON adjustment.
- Otherwise, the defender's naval unit stays intact (DEFCON level remains the same).
Either way, the defender's engaged SSN/SSBN units are destroyed, and the attacker's engaged SSN/SSBN units are placed in their SPENT SPECIAL UNITS space.
Designer's note: When you defend you are at a disadvantage: your engaged SSN/SSBN are destroyed, but those belonging to the attacker are not.
Example: The Atlantic Alliance who occupies P2 with a CRUISER SQUADRON unit may attack the People's Republic of China's FRIGATE DIVISION unit which occupies MJ because it has a higher strength than the PRC's unit. The Atlantic Alliance spends 1 OIL barrel to attack and destroy the FRIGATE DIVISION unit. The AA's unit may either occupy MJ, or stay in P2. The AA resolves a DEFCON adjustment (they move 1 space to the right their DEFCON marker on the DEFCON track, and they add 1 to their DEFCON score on their BLOC board).
Example: The Warsaw Pact who occupies MA with their CVBG unit cannot attack on their own the French Republic's CVBG unit which occupies MN as it does not exceed the strength of FR's unit. The WP owns 1 SSN unit which they will be able to engage to increase their strength beyond the FR's CVBG unit. The WP spends 1 OIL barrel to attack and destroy the FR's unit, then they place their SSN unit in their SPENT SPECIAL UNITS space. The WP's CVBG unit may either occupy MN or stay in MA. The WP resolves a DEFCON adjustment (they move 1 space to the right their DEFCON marker on the DEFCON track, and they add 1 to their DEFCON score on their BLOC board).
Example: The Non-Aligned Movement owns a CRUISER SQUADRON unit in I1, and 1 SSN unit. They wish to attack the French Republic's CRUISER SQUADRON unit in MM, who owns 1 SSN unit! The NAM must engage their SSN unit if they wish to attack. They spend 1 OIL barrel to attack. But the FR also decides to engage their SSN unit: each side has the same strength of commitment. The 2 CRUISER SQUADRON units are intact, the FR's SSN unit is destroyed, and the NAM places their SSN unit in their SPENT SPECIAL UNITS space.
5.2. Ground redeployments & warfare
Each ground unit may be redeployed once, then attack a ground area.
5.2.1. Ground redeployment
A MOTORIZED DIVISION unit may move up to 2 ground areas. The redeployment area must be controlled by their BLOC. In the case of a 2-area movement, the area crossed must be controlled by their BLOC and may be occupied by one of their units, but it cannot be INSTABILITY I/II.
A MECHANIZED CORPS unit or ARMORED ARMY unit may move 1 area. The redeployment area must be controlled by their BLOC, and not occupied by an opposing unit.
You may exchange the position of 2 of your ground units if neither of them has already been redeployed and you do not exceed, after these movements, the redeployment abilities of those 2 units.
5.2.2. Maritime transport
A redeployment may be done through 1 or more maritime areas you occupy.
- If you control 2 ground areas connected by 2 adjacent maritime areas you occupy, you may redeploy a MOTORIZED DIVISION unit from 1 of those 2 ground areas to the other one.
- If you control 2 ground areas connected by 1 maritime area you occupy, you may redeploy a MOTORIZED DIVISION, MECHANIZED CORPS unit or ARMORED ARMY unit from 1 of those 2 ground areas to the other one.
Example: The French Republic redeploys their MOTORIZED DIVISION unit occupying SAHARA to FRANCE I thanks to MAROC that they control and MM that they occupy with a CVBG unit. The French Republic cannot use the 2 areas ALGÉRIE I and ALGÉRIE II to move through because even if the RF controls those areas they contain an INSTABILITY I marker.
Example: You may redeploy a unit from USA to HAWAÏ if you occupy P2, or from TÜRKIYE to ESPAÑA if you occupy MM.
Example: If you have a naval unit in MC and one in P3, you may redeploy a MOTORIZED DIVISION unit from VIETNAM to HAWAÏ.
5.2.3. Strait
You may redeploy a ground unit through a STRAIT even if the adjacent seas are occupied by opposing units.
5.2.4. Ground warfare
If a territory contains more than 1 area, you must attack and take control of each of these areas to control that territory.
Designer's note: This is important, particularly to complete objectives, and this may be done over a number of turns.
A ground unit may spend 1 OIL barrel to attack and destroy an opposing ground unit in an adjacent area if it has a lower strength compared to the attacking unit.
- A MOTORIZED DIVISION (strength 1) unit destroys a CONTROL marker.
- A MECHANIZED CORPS (strength 2) unit destroys a MOTORIZED DIVISION (strength 1) unit.
- An ARMORED ARMY (strength 3) unit destroys a MECHANIZED CORPS (strength 2) unit.
Adjacency rules for ground warfare are the same as those for redeployment. You may attack through 1 maritime area you occupy, or up to 2 maritime areas you occupy in case of a MOTORIZED DIVISION unit.
If you have TACTICAL LAUNCHER units in your AVAILABLE SPECIAL UNITS space, you may engage them to support your ground unit: each engaged TACTICAL LAUNCHER unit adds 1 strength.
5.2.5. Ground warfare procedure
The attacker may engage 1 TACTICAL LAUNCHER unit from their AVAILABLE SPECIAL UNITS space. Then, the defender may engage 1 TACTICAL LAUNCHER unit from their AVAILABLE SPECIAL UNITS space. Repeat until each of the 2 BLOCS do not want to engage other TACTICAL LAUNCHER units.
Each TACTICAL LAUNCHER unit adds 1 strength to the ground unit which received the bonus. Calculate the strength of commitment of each side and check if the attacker exceeds the defender.
- If this is the case, the defender's ground unit is destroyed. Reminder: the attacker resolves a DEFCON adjustment.
- Otherwise, the defender's ground unit stays intact (DEFCON level remains the same).
Either way, the defender's engaged TACTICAL LAUNCHER units are destroyed, and the attacker's engaged TACTICAL LAUNCHER units are placed in their SPENT SPECIAL UNITS space.
If the opposing unit occupying the target area is destroyed, the attacker places 1 of their CONTROL markers in that area, and they choose to either occupy the attacked area with the attacking unit, or leave the attacking unit in its current area.
Example: The Atlantic Alliance wishes to take control of GUATEMALA. As this is a neutral area, they can attack it no matter the DEFCON level. As this area contains no neutral unit, conquest is possible with the MOTORIZED DIVISION in USA II. The AA spends 1 OIL barrel and takes control of that area. They place 1 of their CONTROL markers and choose to leave their MOTORIZED DIVISION unit in USA II.
Example: The Non-Aligned Movement wishes to take control of the FRANCE II with the MECHANIZED CORPS unit in LĪBIYĀ. They occupy MM with a FRIGATE DIVISION unit. As the French Republic is not played, that neutral main area is occupied by a MOTORIZED DIVISION unit, it can be attacked no matter the DEFCON level. The NAM spends 1 OIL barrel and takes control of FRANCE II. The neutral unit is destroyed, the NAM places 1 CONTROL marker in that area and moves their victorious MECHANIZED CORPS unit in it. Then they resolve a DEFCON adjustment (they move 1 space to the right the DEFCON marker on the DEFCON track, and they add 1 to their DEFCON score).
Example: The Warsaw Pact intends to take control of BRASIL, territory, which is controlled by the Atlantic Alliance. The AA has a MECHANIZED CORPS unit in BRASIL I and an ARMORED ARMY unit in BRASIL II. The WP has an ARMORED ARMY in VENEZUELA. They can attack BRASIL I because their unit in VENEZUELA exceeds the strength of the one in BRASIL I. However, the WP is more interested in controlling BRASIL II. Thankfully, the WP has 1 TACTICAL LAUNCHER unit they choose to engage as well. The AA's ARMORED ARMY unit is destroyed. The WP placed 1 of their CONTROL markers in BRASIL II. The BRASIL territory is contested because no BLOC controls it completely. Then, the WP resolves a DEFCON adjustment (they move 1 space to the right the DEFCON marker on the DEFCON track, and they add 1 to their DEFCON score).
5.2.6. Re-stabilize an area with warfare
You may re-stabilize an INSTABILITY I/II area you already control by attacking it.
[J] Mission cards mechanics
The MISSION cards may be either discarded to gain immediate bonuses, or completed to gain rewards.
J.1. Discarding Mission cards
When you are the active BLOC, you may discard your MISSION cards to gain a bonus.
The bonus gained depends on the number of discarded MISSION cards:
- during phases 1 to 5, discard 1 card to gain 1 R&D cube.
- during phases 3 and 5, discard 2 cards to produce for free 1 FRIGATE DIVISION unit taking into account the production rules [3.1 p. 12].
At any time, you cannot keep more than 3 MISSION cards in hand. When an effect makes you exceed that limit, choose and discard enough to go back to 3. Any card discarded this way does not grant any bonus.
J.2. Mission reward mechanics
If you complete a mission corresponding to a MISSION card you have in hand, you gain its reward.
Designer's note: Some mission rewards help you reach 1 of the 2 objectives of your BLOC.
- If a MISSION card shows the infinity icon, you may play that card anytime if its conditions are fulfilled, even if you draw that MISSION card after you have fulfilled its conditions.
- If a MISSION card does not show the infinity icon, you may not gain its reward if its conditions were all fulfilled before drawing that MISSION card.
The required conditions may be fulfilled over a number of turns when it is required to take control of different areas. However, you need to control simultaneously each of those areas to complete the mission.
Example: The Non-Aligned Movement has in hand the SCIENCE card and controls 6 R&D areas from the previous turn. They may claim 1 of the 3 bonuses immediately, or wait for another turn to play that card to cause surprise at an opportune time... But they will need to control 6 R&D areas at that time.
A MISSION card that shows at least 1 FLAG icon in its BONUS section allows to gain the associated bonus as many times as the number of depicted played BLOCS.
Example: The game is in DEFCON 2 and the Atlantic Alliance has in hand the SOLIDARNOŚĆ mission. During their POLITICS phase, the AA makes a coup in POLSKA but places no MOTORIZED DIVISION unit there. They play the SOLIDARNOŚĆ mission and choose as a bonus 1 MECHANIZED CORPS unit that they place in POLSKA, and as the Warsaw Pact BLOC is played, they attack for free BELARUS from POLSKA with their new MECHANIZED CORPS unit.
Example: The game is in DEFCON 2. The French Republic, and the People's Republic of China are played. The Non-Aligned Movement has in hand the BANDUNG mission and controls INDOCHINE. They have a better initiative than the RPC and the FR. During the OPERATIONS phase, they attack XĪZÀNG, take control of it and complete the BANDUNG mission.
Since the bonus section has the FR and PRC flag and both these BLOCS are in play, the bonus is applied twice. First, the NAM chooses to place 1 MECHANIZED CORPS unit in CONGO. Then, they choose to also apply an upgrade in CONGO (but they could alternatively have applied the upgrade in another of the named territories in the reward section of the card). The MECHANIZED CORPS unit is upgraded to an ARMORED ARMY. Congolese uranium is well-guarded! Note that if, for example, the FR was played but not the PRC, the NAM would have gained the bonus only once.
Some rewards allow you to draw another MISSION card: add that card to your hand. You may play that card during the current turn.
- The bonuses granted are immediate, even if they are not concerning the current phase.
- You gain the bonuses of the card in the order of your choice, but you have to finish getting the bonuses of a card before getting the ones of another card.
- A ground unit gained thanks to a reward may be placed in any empty area you control.
- A naval unit gained thanks to a reward may be placed in any empty maritime area adjacent to a ground area you control.
- If the reward allows to place a unit you do not have in your pool, you may place a unit of a lower class, e.g. a FRIGATE DIVISION unit instead of a CRUISER SQUADRON.
- If the reward allows to attack once more from the conquered area, you must take into account the DEFCON level. That new attack costs no OIL. If you cannot or choose not to resolve that bonus attack, you may instead destabilize an area adjacent to the conquered area.
- An opposing unit occupying an area targeted by a reward of the TAKE CONTROL type is destroyed.
- An area name in white on the MISSION card suggests the area is accessible no matter the DEFCON level. An area name in red on the MISSION card suggests the area is only accessible starting from DEFCON 2 if the target area is a main area controlled by its initial BLOC if it is played, else consider that area has its name in white.
- You may however destabilize an area, instead of taking control of it, regardless of whether it has its name in red or in white on the MISSION card and no matter the DEFCON level:
- If this is a neutral area, any unit occupying it is destroyed; it does not prevent the destabilization.
- If the area is controlled, it must contain no unit or no POLITICAL PROTECTION marker in order to destabilize it.
- If you take control of an opposing area when completing a mission and that area contains a missile in its silo, destroy that missile.
- If the reward is a technology, it is immediately developed for free and available. If the technology requires another technology to have been developed first, and you have not done so, the reward is lost.
Reminder: you cannot place an INSTABILITY marker in an area containing a POLITICAL PROTECTION marker.
The player aid contains a key describing every type of reward.
Example: The People's Republic of China takes control of INDIA II during the POLITICS phase. They just completed the NAXALITES card and may attack for free from INDIA II. However, as the game is in DEFCON 3, the People's Republic of China chooses to destabilize INDIA I as they cannot attack a main area of the NAM.
[K] Game modes
We developed different game modes specially optimized depending on the player count.
Here are our recommendations for each player count:
- 5 players, STRATEGY mode, or a 5-player scenario,
- 4 players, STRATEGY mode, the EAST VS WEST scenario, or any 4-player scenario,
- 3 players, the "CIRCLE OF DEATH" mode, or a 3-player scenario,
- 2 players, STRATEGY mode variant "FRONTAL IMPACT" or the EAST VS WEST scenario.
K.1. Strategic mode
Preferred mode with 5 players.
K.1.1. Objective cards
For 5-player games, go to the next section (K.1.2. Drawing).
Next to their title, some OBJECTIVE cards show a flag corresponding to an opposing BLOC: this means that OBJECTIVE is specially aimed at that opposing BLOC.
During setup when playing with less than 5 players, remove from your OBJECTIVES deck the cards targeting specifically the unplayed BLOCS.
In a game where the People's Republic of China is not played, remove every objective where the PRC is the target.
Designer's note: If all players agree, you may also modify the decks as you wish. For example, by removing every card that does not show a BLOC flag if you want a game in complete frontal opposition, or by removing every card that make the East or West BLOCS confront each other.
K.1.2. Drawing
Each BLOC draws 3 OBJECTIVE cards from their OBJECTIVES deck and keeps 2 of their choice. The other one is discarded face down.
You must not show them to your opponents.
K.1.3. Mission cards
Each BLOC draws 6 MISSION cards from their MISSIONS deck and keeps 3 of their choice to create their starting hand. The 3 others are discarded face down and will not be used during that game.
You must not show them to your opponents.
K.1.4. Victory
The first BLOC to fulfill 1 of their 2 objectives while still controlling their own core area wins the game.
When 1 of the 2 is fulfilled, show your opponents the fulfilled card.
You win the game!
Designer's note: Objectives are pretty hard to fulfill and need to be completed step by step during the whole game.
K.1.5. Ranking (optional or tournaments)
Every other player may calculate their score with the following formula:
- (number of named areas conquered x 2 + number of conquered areas) / (number of named areas on the objective x 2 + number of areas on the objective) x 100.
The winner's score is 100%.
Example: The AA controls AUSTRALIA, SOUTH AFRICA, ARGENTINA, ANGOLA, and BRASIL I. (5 x 2 + 2) = 12 / (6 x 2 + 4) = 16. 12 / 16 x 100 = 75. Their score is 75%.
K.2. Confrontation mode: strategy mode variant
Designer's note: Recommended for 2-player games, designed to create fast-paced and tense duels.
It is a Strategy mode game where the available objectives are reduced to those directly targeting your opponent, and where the number of MISSION cards are limited in order to fit these objectives.
Furthermore, instead of drawing 6 cards and choosing 3, you choose directly your 3 starting cards in your MISSION deck and shuffle it afterwards.
Note on this transcription: the flag icons on the cards are graphics in the printed rulebook and are shown below as "[flag]"; the card numbers are reproduced as printed.
K.2.1. Atlantic Alliance vs Warsaw Pact
Creating the OBJECTIVES deck, and MISSIONS deck (cards from O9 to O12, and from M25 to M32 come from the DEEP DIVE expansion):
ATLANTIC ALLIANCE
- Create an OBJECTIVES deck with the cards showing the [flag] FLAG icon, numbered: O1, O2, O7, and O10.
- Remove from the MISSIONS deck the cards showing the [flag] FLAG icon, on the left of the card number, numbered: M3, M8, M11, M14, M15, M16, M17, M18, M19, M25, M29, and M32.
WARSAW PACT
- Create an OBJECTIVES deck with the cards showing the [flag] FLAG icon, numbered: O3, O4, O6, and O7.
- Remove from the MISSIONS deck the cards showing the [flag] FLAG icon, on the left of the card number, numbered: M7, M8, M11, M14, M16, M17, M18, M22, M25, M26, M27, and M32.
K.2.2. Atlantic Alliance vs Non-Aligned Movement
Creating the OBJECTIVES deck, and MISSIONS deck:
ATLANTIC ALLIANCE
- Create an OBJECTIVES deck with the cards showing the [flag] FLAG icon, numbered: O3, O5, and O9.
- Remove from the MISSIONS deck the cards showing the [flag] FLAG icon, on the left of the card number, numbered: M4, M5, M6, M7, M11, M12, M19, M20, M26, M27 M29, and M32.
NON-ALIGNED MOVEMENT
- Create an OBJECTIVES deck with the cards showing the [flag] FLAG icon, numbered: O6, O8, and O12.
- Remove from the MISSIONS deck the cards showing the [flag] FLAG icon, on the left of the card number, numbered: M5, M7, M9, M10, M18, M20, M23, M24, M25, M26, M27, and M32.
K.2.3. Warsaw Pact vs Non-Aligned Movement
Creating the OBJECTIVES deck, and MISSIONS deck:
WARSAW PACT
- Create an OBJECTIVES deck with the cards showing the [flag] FLAG icon, numbered: O5, O8, and O9.
- Remove from the MISSIONS deck the cards showing the [flag] FLAG icon, on the left of the card number, numbered: M6, M7, M10, M12, M13, M14, M15, M19, M20, M22, M26, and M27.
NON-ALIGNED MOVEMENT
- Create an OBJECTIVES deck with the cards showing the [flag] FLAG icon, numbered: O3, O4, and O7.
- Remove from the MISSIONS deck the cards showing the [flag] FLAG icon, on the left of the card number, numbered: M2, M6, M8, M11, M12, M14, M15, M16, M25, M26, M27, and M32.
K.3. Circle of Death: strategy mode variant
Designer's note: This mode has been created for 3-player games.
In this mode, you defend against one BLOC while trying to achieve 1 of your OBJECTIVE cards, linked to the other opposing BLOC.
K.3.1. Objective cards
Each player sorts their OBJECTIVE cards into two piles, each corresponding to those targeting directly 1 of the other 2 BLOCS; they shuffle each pile face down.
- The Non-Aligned Movement occupies position A.
- The Atlantic Alliance draws 1 card in each pile (NAM/WP), looks at them, and chooses 1:
- if they chose the one targeting the WP, they take position B,
- if they chose the one targeting the NAM, they take position C.
- Then, the Warsaw Pact takes the vacant position:
- if that is B, they draw 2 OBJECTIVE cards opposing them to the AA, look at them, and choose 1,
- if that is C, they draw 2 OBJECTIVE cards opposing them to the NAM, look at them, and choose 1.
- Finally, the NAM draws 2 OBJECTIVE cards that target the opposing BLOC placed in B, looks at them, and chooses 1.
The three positions A, B and C form a triangle in the printed rulebook diagram, with the NAM in position A.
Example: You play the Warsaw Pact. You create one pile of OBJECTIVE cards targeting the Atlantic Alliance and another one targeting the Non-Aligned Movement. The other BLOCS do the same. The NAM by default occupies position A. Then, the AA draws 1 OBJECTIVE card targeting the NAM and 1 targeting you. After looking at them, they choose their place. They either choose to be your opponent and be the NAM's target, or vice versa. They choose to attack you (position B). After that, you take the vacant position, which means you will have to attack the NAM. You draw 2 OBJECTIVE cards in the pile targeting the NAM, and choose 1. Finally, the NAM draws 2 OBJECTIVE cards in the pile targeting the AA and chooses 1. The game starts, with the assurance of each being the target of another BLOC and having a target!
K.4. Scenarios
In this mode, you win the game by fulfilling specific conditions that are defined in each scenario (see the following page), but some blocs are allied and win or lose together.
You may play this mode with or without the MISSION cards.
In addition, you may:
- during your OPERATIONS phase, move your ground units through maritime areas thanks to the naval units of your ally (redeployment & ground warfare).
- show your MISSION cards and freely discuss about your mutual strategy in secret consultation.
Apart from the 2 options mentioned above, the BLOCS are completely independent, they act using the normal rules and cannot interact in any way.
You cannot bomb, conquer, or fire a nuclear strike in a secondary area controlled by an ally.
You cannot bomb, conquer, or fire a nuclear strike in a main area of an ally, even if it is controlled by an opponent.
K.4.1. Oil monopoly
3-player games. The French Republic and the People's Republic of China play against the Non-Aligned Movement.
The French Republic, and the People's Republic of China are allied.
The Non-Aligned Movement must defend against the 2 minor BLOCS, which need to take control of all the areas producing OIL in the main territories of the NAM (in green color on the map) to win the game.
The Non-Aligned Movement wins if they manage to control FRANCE or HÉBĚI.
K.4.2. Chinese Civil War
3-player games. The Atlantic Alliance plays against the Warsaw Pact, a third player controls the People's Republic of China, in an atypical way.
In this scenario, the Chinese civil war between nationalists and communists is currently ongoing. Each turn, the allegiance of the People's Republic of China may change in favor of the Warsaw Pact or the Atlantic Alliance.
At the beginning of each INITIALIZATION phase, there is a 50% chance the People's Republic of China becomes the ally of the Warsaw Pact, and 50% chance they become the ally of the Atlantic Alliance. Use the method of your choice to define who the PRC is allied to.
The game uses the normal rules, with an exception: the People's Republic of China does not depend on the DEFCON track and is allowed to perform any action starting from the 1st turn. The game continues until the Warsaw Pact or the Atlantic Alliance concedes.
This is an atypical scenario in which the People's Republic of China toys with the nerves of the two other belligerents, who will have to deal with the other major opposing BLOC, and the People's Republic of China who can be either rewarding, or be a thorn in their side.
When one of the two major BLOCS win the game, if the People's Republic of China is on the winner's side, the PRC also wins the game.
This scenario is somewhat harder for the Warsaw Pact.
K.4.3. French Communist Party
3-player games. The Atlantic Alliance plays against the Warsaw Pact, a third player controls the French Republic, in an atypical way.
This scenario is a mirror of the previous one. The French Republic is in the hands of the French Communist Party, and its governance structures are fractured between those that are allied with the Warsaw Pact and counter-powers still faithful to the West. Play this scenario as the CHINESE CIVIL WAR scenario, by defining who the French Republic is allied to at the beginning of each INITIALIZATION phase.
This scenario is somewhat harder for the Atlantic Alliance.
K.4.4. East vs. West
2 or 4-player games. The Warsaw Pact and the People's Republic of China against the French Republic and the Atlantic Alliance.
A classic scenario, the communist bloc against the capitalist bloc. The game is won by complete control of the core territory of 1 of the 2 opposing BLOCS.
In a 2-player game, a player controls the French Republic and the Atlantic Alliance, the other controls the Warsaw Pact and the People's Republic of China.
K.4.5. 1972
5-player games. The Sino-Soviet split is in force, the visit of President Richard Nixon in China binds the new American-Chinese alliance.
In this scenario, the Atlantic Alliance, the French Republic, and the People's Republic of China are allied against the Non-Aligned Movement and the Warsaw Pact. The game is won by complete control of the core territory of 1 of the opposing BLOCS.
K.4.6. Create your own scenario
The previous scenarios are only examples, we encourage you to create yours!
To keep some balance, remember the 2 minor BLOCS are worth 1 major BLOC.