Europe At War 1940: Solitaire
Europe At War 1940: Solitaire Rulebook
Table of Contents
Table of Contents
Game Board
On the map, there are five fronts that have advancement routes across Europe and Africa shown by lines connecting location circles on the route. Allied BOT armies defend and counter attack along these routes. The Axis player attacks Allied occupied locations to push them back and advance along the routes.
Each front has an air space associated with it that provide attack modifiers when controlled. There are 3 air spaces. Air spaces can affect more than one front.
There are 2 sea zones, Atlantic and Mediterranean. Sea area control is shown by a Sea zone Control marker being Allied or Axis. Sea zone control provides modifiers for attacks against land port locations on the sea area and can affect game play.
The game board shows tables used for game play and Action Charts used by the Axis player and Allied BOT. The turn track shows when more front armies become available.
Game Components and Set Up
The game markers represent armies, ships, airplanes and game trackers. A six sided die is used to determine outcomes/choices and results.
Place Allied army front markers in locations adjacent Berlin and Rome. Place Axis front markers for the Western and North Africa fronts in Berlin and Rome. Place 1 Axis tank marker in Berlin with the Western Front marker. Place the Axis air control markers in each air space on each front. Place Allied sea zone control markers in each sea zone, the Malta marker in Malta with the active side up and the turn marker on turn 1.
The remaining tank markers, Allied air space control markers, Axis sea zone control markers, and Axis front markers for the Eastern, Central/Southern, and Balkan fronts are not in play yet.
Sequence of Play Each Turn
- The Axis player consults the turn to see how many Action Points (AP) are available for the turn.
- Using the AP available, the Axis player chooses the action or actions to play and complete.
- Roll a die to determine the Allied BOT action to use for the turn and follow its instructions. Play/apply the BOT action.
- Advance the turn track 1 space. Begin a new turn and repeat the turn sequence.
Using Action Charts
The Axis player uses AP to play actions, the Allied BOT does not use AP.
The Axis player can play actions per turn based on the number received and tracks their use on the turn AP track. AP cannot be saved from turn to turn. It costs 1 AP to play 1 action. Actions are:
- Attack an Allied front marker on a Front
- Attack Allied Sea Zone Control marker on 1 sea zone
- Attack Allied Air Space Control marker in 1 Air Space
- Move a Axis Tank marker to a new front at the beginning of a turn before any attacks have been made.
- Flip an Axis front marker from stalled to active
Allied BOT actions are completed after the player actions are implemented. Roll 1 die and use the results on the Allied Action Chart following its instructions. Several Allied actions can cause a "stalled" result to an Axis front. When this occurs flip the Axis front marker to its stalled side. Axis fronts in a stalled status may not advance/attack. It costs an action to remove the stalled status.
Resolving Land Location Attacks
Attacks on locations result in advances or no results. The attacking side rolls 1 die and compares the result to the land attack table, applying DRMs. If the attacking front advances into the location the defending front retreats 1 location. Otherwise there is no result and fronts remain in place.
Air Space control affects attacks on land locations in the air space and sea zone control affects attacks on land port locations in the sea zone. If the attacking side controls the air space or sea zone it applies a +1 DRM to its die roll. If the defending side controls then it applies a -1 DRM to the attack die roll. DRMs applied are cumulative.
Resolving Air Space Attacks
When on the air space of a front result in change of air space control to the attacker or no result. Roll 1 die and if the attacker wins, flip the air space control marker from the opposing side to the attacker side.
Special: Allied attacks on Axis control of air space with the Axis air superiority marker in it apply a -1 DRM.
Resolving Sea Zone Attacks
When on an opponent controlled sea area result in change sea zone control to the attacker or no result. Roll 1 die and if the attacker wins flip the sea area control maker from the opposing side to the attacker side.
Special: Axis attacks on Allied control of the Atlantic sea zone apply a -1 DRM.
Example: The Allies control the Atlantic sea zone. The Axis attack the Allies sea zone control marker and roll a die, applying a -1 DRM for the special Allied control of the Atlantic sea zone. On a 4, 5, or 6 the Axis win, flip the sea zone control marker from the Allies to the Axis side. Had the die result been 1, 2, or 3 the Axis attack would cause no effect. Note, had the Axis controlled the Atlantic sea zone any Allied attack on the sea area would not apply a DRM.
Axis and Allied Tank Markers
When a tank marker is on a front place it under the front marker. It allows the front to re-roll one attack in the turn on that front. The tank marker can be used once a turn on the front it is on. The re-roll does not cost any AP. At the beginning of a turn, the Axis tank marker can be moved from one front to another front for the cost of 1 AP When used, flip it to its used side. It may be used on the turn it is moved.
Allied Front Reserves
Allied actions bring front reserves into play. When this occurs flip the front marker to its reserve side. When in play on a front (flipped to its reserve side), they cause a -1 DRM to the attack die roll on that front by the Axis. If the Axis win the attack, flip the Allied reserve marker to its non-reserve side.
How to Win
- The Allies win an automatic victory at the end of a turn after turn 5 if they occupy Berlin or Rome.
- The Axis win an automatic victory at the end of any turn in which they control 3 of the 4 Allied flag locations (Paris, Moscow, London, Alexandria).
If an automatic victory is not obtained, after the last game turn is played victory is calculated based on the victory points earned by the Axis as follows:
- Add 8 VP if London is controlled by the Axis.
- Add 6 VP if Moscow is controlled by the Axis.
- Add 3 VP if Alexandria is controlled by the Axis.
- Add 2 VP if Paris is controlled by the Axis.
- Add 1 VP for each location (other than flag locations) along each front based on the furtherest location the Axis army marker occupies on the front.
- Add 2 VP for each sea area controlled by the Axis.
- Add 2 VP for each air space controlled by the Axis.
- Deduct 1 VP for each sea area controlled by the Allies.
- Deduct 1 VP for each air space controlled by the Allies.
Axis Score
- 11 or less = Allies win a decisive victory. The war will end in 1942 with Germany and Italy defeated. Japan will delay its war in the Pacific.
- 12 to 17 = Draw. The historical result for 1940/1941. The USA and Japan will enter the war in late 1941. The war will continue until 1944 or 1945 with the Allies eventually winning.
- 18 or more = Axis win. Britain will negotiate a peace. Russia will surrender and be absorbed into Germany. The USA will not enter the European war and Germany and Italy will dominate all of Europe for many years.
Key Game Concepts
- The Axis player may attack the same location and front multiple times in a turn if RP are available.
- If the Axis occupy the last location on a front move the Allied front marker outside of the location. The Allies may attack to recover the location in their turn.
- If a Allied BOT action cannot be played ignore it.
- A reserve can be added and used in the same turn.
- Tanks with armies move with advancing fronts.
- Die Roll Modifiers (DRM) are cumulative.