RulesPal
Chat
Rulebook
Lettow-Vorbeck: East Africa 1914-18 thumbnail

Lettow-Vorbeck: East Africa 1914-18

Lettow-Vorbeck: East Africa 1914-18 Rulebook

Table of Contents

Table of Contents

  • 1.0 Components
  • 2.0 Introduction
    • 2.1 In General
    • 2.2 Abbreviations
  • 3.0 Map
    • 3.1 Spaces
    • 3.2 Routes
    • 3.3 Recruit Box
    • 3.4 Deadpile
  • 4.0 Playing Pieces
    • 4.1 Friendly Units
    • 4.2 Enemy Units
    • 4.3 Attributes
    • 4.4 Elite Units
  • 5.0 How to Win the Game
  • 6.0 How to Play
    • 6.1 Turns
    • 6.2 Sequence of Play
      • 6.2.1 First Player-Turn
        • 6.2.1.1 Campaign Card Phase
        • 6.2.1.2 Recruiting Phase
        • 6.2.1.3 March Phase
        • 6.2.1.4 Battle Phase
      • 6.2.2 Second Player-Turn
        • 6.2.2.1 Campaign Card Phase
        • 6.2.2.2 Recruiting Phase
        • 6.2.2.3 March Phase
        • 6.2.2.4 Battle Phase
  • 7.0 Campaign Cards
    • 7.1 Campaign Card Instructions
      • 7.1.1 Recruit
      • 7.1.2 Movement
      • 7.1.3 Event
      • 7.1.4 Remove
    • 7.2 Reshuffling
  • 8.0 Events
    • 8.1 Immediately
    • 8.2 Battle Bonus
    • 8.3 Other
    • 8.4 Special Cases
  • 9.0 Stacking
  • 10.0 Fog of War
  • 11.0 Movement
    • 11.1 Movement Restrictions
      • 11.1.1 Terrain
      • 11.1.2 Engagement
      • 11.1.3 Static Units
      • 11.1.4 Contingent Units
    • 11.2 Lettow-Vorbeck Movement Modifications
  • 12.0 River Movement
    • 12.1 In General
    • 12.2 Bridging
    • 12.3 Fleets
    • 12.4 Fleet Transport
    • 12.5 Battle
  • 13.0 Battle
    • 13.1 Battle Procedure
      • 13.1.1 Determine Tactical Superiority
      • 13.1.2 Conduct Battle
      • 13.1.3 Continuing Rounds
      • 13.1.4 Winning the Battle
    • 13.2 Battle Results Table
    • 13.3 BRT Results
      • 13.3.1 Elimination
      • 13.3.2 Panic
      • 13.3.3 No Effect
    • 13.4 Winning
  • 14.0 Fortified Defense
  • 15.0 Special Combat
  • 16.0 Elite Units
  • 17.0 Artillery
  • 18.0 Breakoff
  • 19.0 Pursuit After Battle
    • 19.1 Requirements
    • 19.2 Procedure
  • 20.0 Winning Major Battles and Morale
  • 21.0 Supply
    • 21.1 Units in Supply
    • 21.2 Line of Supply
    • 21.3 Out of Supply
    • 21.4 Effects of Lack of Supply
  • 22.0 Fort Markers
    • 22.1 Construction
    • 22.2 Combat
    • 22.3 Pulling Up Stakes
    • 22.4 Supply
  • 23.0 Scenario Introduction
  • 24.0 Units in Scenario
    • 24.1 Unit Types
    • 24.2 Unit Abbreviations
    • 24.3 British Armored Car Unit
    • 24.4 British Air Support
  • 25.0 Setting Up the Game
    • 25.1 Allied Setup
    • 25.2 German Setup
  • 26.0 Victory
  • 27.0 Reinforcements
    • 27.1 Reinforcement Pools
    • 27.2 German Reinforcements
    • 27.3 Allied Reinforcements
  • 28.0 Movement Modifications
    • 28.1 Movement Restrictions
    • 28.2 Amphibious Movement
      • 28.2.1 Lake
      • 28.2.2 Ocean
      • 28.2.3 Indian Ocean Box
    • 28.3 Rail Movement
  • 29.0 Allied Stacking Restrictions
  • 30.0 Optional Rules
    • 30.1 Breakoff
    • 30.2 Supply
    • 30.3 Forts

1.0 Components

A. This game includes:

  1. 40 game pieces (units),
  2. 18 Campaign Cards,
  3. One 11" x 17" map, and
  4. This set of rules and scenario sheet.

B. Players must provide six-sided dice (five is ideal).

C. If any parts are missing or damaged, please write to: Decision Games, Mini Game Support, PO Box 21598, Bakersfield, CA 93390-1598.

D. Please register this game purchase on-line at: www.decisiongames.com

2.0 Introduction

2.1 In General

A. Hand of Destiny is a wargame system of campaigns set on the far-flung frontiers of civilization in the 19th century. There are two players identified by the scenario. Each player is provided with cardboard pieces called units, representing military formations or tribal warbands. Players move their units, and then conduct battles with them.

B. Each player has a set of Campaign Cards. Players use these cards to recruit new units, move their forces on the map and take specified special actions. Whenever opposing forces are in the same space, a battle ensues.

C. The game has two levels: the Standard Rules, which give a quick wargame, and the Advanced Rules, which give more realism and complexity. Players new to wargaming should read just the Standard Rules, and play a game or two before trying the Advanced Rules. Advanced rules begin with Rule 17.0 (Artillery).

D. Each game includes this rule book and a scenario sheet describing the specifics of the game itself. Any specific scenario rules always supersede the rules in this Standard Rule book.

2.2 Abbreviations

AbbrMeaning
BRTBattle Results Table
DRMDie Roll Modifier
OOSOut of Supply
TECTerrain Effects Chart
TRTTurn Record Track

3.0 Map

The map shows the region where the original campaign took place. The map has the following features.

3.1 Spaces

Locations in which you place units. Different types of spaces are described on the Terrain Effects Chart (TEC).

3.2 Routes

These are the lines connecting spaces. Players move their units only via routes. There are both land and river routes that differ in the kind of movement they allow.

3.3 Recruit Box

Place units here that are not in play, or that were destroyed due to combat or other game actions that allow them to be replaced. These units may be recruited and placed on the map with Campaign Cards.

3.4 Deadpile

Place units here that have been eliminated and cannot be replaced.

4.0 Playing Pieces

A. The square cardboard pieces are called units. Scenario rules provide information about their setup.

B. The following definitions apply to the various playing pieces.

4.1 Friendly Units

These are the units controlled by one side.

4.2 Enemy Units

These are the units controlled by the other side.

4.3 Attributes

Each piece has the following information.

A. Each unit is printed with a large number. This is the unit's Battle Strength, that is, its relative effectiveness in combat. This is used when resolving battles.

B. Each piece also has an identification. This will be the historical numbers or title, the name of a tribal grouping, the name of a leader, or some other information identifying that unit.

C. Units will sometimes have a contingent. This is the higher command of which it is a component.

4.4 Elite Units

Some units are designated as elite, representing highly trained units, an extraordinary leader, or assorted fanatics.

5.0 How to Win the Game

Each scenario details specific victory conditions for each side.

6.0 How to Play

The following parameters define game play.

6.1 Turns

A. The game is played in turns. The turns are recorded on the Turn Record Track (TRT).

B. The scenario designates which player is the first player of the turns.

6.2 Sequence of Play

During each turn, players must follow a specific sequence of play, in the order of phases listed as follows. The player conducting a player-turn is the phasing player (or side).

6.2.1 First Player-Turn

6.2.1.1 Campaign Card Phase

The first player picks one Campaign Card from her/his own deck, and implements its printed instructions.

6.2.1.2 Recruiting Phase

If an event calls for the first player's units to be Recruited, the units are placed on the map now (27.0).

6.2.1.3 March Phase

The first player may now move her/his forces per the movement rules (11.0).

6.2.1.4 Battle Phase

If any of the first player's units are in the same space as enemy units, those units must attack per the battle rules (13.0).

6.2.2 Second Player-Turn

6.2.2.1 Campaign Card Phase

The second player picks one Campaign Card from her/his own deck, and implements its printed instructions.

6.2.2.2 Recruiting Phase

If an event calls for the second player's units to be Recruited, the units are placed on the map now (27.0).

6.2.2.3 March Phase

The second player may now move her/his forces per the Movement rules (11.0).

6.2.2.4 Battle Phase

If any of the second player's units are in the same space as enemy units, those units must attack per the battle rules (13.0).

6.2.3 End Turn Phase

If this is the last turn, the game ends. Otherwise, proceed to the next turn (moving the Turn marker over one adjacent space on the TRT).

7.0 Campaign Cards

A. Players pick and play Campaign Cards from their respective decks per the sequence of play. Pick the top (facedown) card from the deck blindly, but then show it faceup. Use that card to generate actions for the present turn.

B. At the end of a player-turn, place the drawn card faceup in a discard pile. Discarded cards are kept in a separate pile until reshuffling is permitted (7.2).

C. Only one card can ever be in effect at one time.

7.1 Campaign Card Instructions

Campaign Cards have the following information on them.

7.1.1 Recruit

This indicates new or replacement units that arrive on the map.

7.1.2 Movement

This indicates the type of units that may be moved and how many spaces may be moved.

7.1.3 Event

This may be an instruction that will usually provide a special benefit or penalty. The indicated event occurs in the segment of the turn listed.

Example: An event listed as Recruiting Phase means it is executed during the Recruiting Phase of the turn.

7.1.4 Remove

If a card states Remove from Play, once played it is placed aside and never reshuffled back into any deck. Do not place it with the discards.

7.2 Reshuffling

If all cards are discarded, those discards are reshuffled to form a new draw deck, and the deck starts anew. Also, certain events may cause a reshuffle.

8.0 Events

Events are explained in details on the cards, and are summarized for reference below. Players must read the printed event on each card drawn carefully; there are subtle distinctions in how otherwise similar cards are played.

8.1 Immediately

The instructions must be implemented the instant the card is picked.

8.2 Battle Bonus

This gives the player a special combat ability when attacking during the upcoming Battle Phase of that turn.

8.3 Other

These are special instructions, explained on the cards.

8.4 Special Cases

Some events allow players to circumvent game rules in ways explained on the cards.

9.0 Stacking

A. Stacking occurs when more than one friendly unit is present in a single space. A player may have any number of units in the same space; stacking is unlimited, and what is more, units may move through other friendly units without hindrance.

B. Units that move into a space containing enemy units must stop. In the ensuing Battle Phase, they must engage in battle.

10.0 Fog of War

Neither side may inspect the other's stacks, except when both sides' units are in the same space or when permitted by a Campaign Card or special rules.

11.0 Movement

A. The phasing side may move its units during the March Phase of its player turn. The types of units and the distance (in spaces) they may move is dictated by the drawn Campaign Card.

B. If a Campaign Card says All, all of that player's units may be moved that turn.

C. If a Campaign Card designates certain units, which may be by command or type, only those units may be moved. If more than one type of unit is listed, those other types may also be moved.

Example: If a card says Move cavalry=3 and Move infantry=2, this means in the ensuing March Phase of that turn, the phasing side can move all cavalry units up to three spaces, and all infantry up to two spaces.

D. Units eligible to move may be moved in any direction, a combination of connected, sequential spaces up to the number indicated on the drawn Campaign Card. Movement is always voluntary; a unit never has to move. No unit, however, may ever move more than it is permitted to move during the same turn.

Example: The first player could move one infantry unit two spaces, another one space, and a third no spaces.

E. Further, units may be moved together as stacks, or individually, one at a time. However, after a piece has completed its movement (when the moving player has removed his/her hand after moving that unit), that unit may not move again during the same turn.

F. Different units from different spaces or stacks may be moved into the same space. This is a useful tactic to converge on the same enemy-occupied space.

11.1 Movement Restrictions

11.1.1 Terrain

A. The Terrain Effects Chart (TEC) lists the effects of each type of space on movement.

B. If a space states Stop, units entering that space must cease movement in it. They can move out normally on an ensuing turn.

11.1.2 Engagement

A unit may enter a space containing enemy units, but must stop. Battle commences there during the ensuing Battle Phase (13.0).

Play Note: Due to the combat mechanics, there will never be a situation where a unit starts its movement in the same space as enemy units.

11.1.3 Static Units

Some units have no movement instructions on any cards. Hence, they may never move.

11.1.4 Contingent Units

Some scenarios divide armies into two or more contingents. The Campaign Cards specify which contingents may move during the Movement Phase of that turn.

11.2 Lettow-Vorbeck Movement Modifications

See 28.0.

12.0 River Movement

12.1 In General

Units must normally stop when entering a river space (even from another river space). They can leave in a following friendly March Phase.

12.2 Bridging

If a friendly fleet or engineer unit is present in a river space, units do not have to stop when entering.

12.3 Fleets

A. Fleet units may be placed in river spaces, and move along them without stopping. This includes river spaces which have fortresses, forts, and bases.

B. Fleets may move along a contiguous path of river spaces, up to a distance as indicated by the current Campaign Card.

C. Fleets do not have to stop if there is an enemy force in a river space, unless there is an enemy fleet or enemy occupied fortress, fort, or base.

D. Fleets may never enter non-river spaces.

12.4 Fleet Transport

A. A fleet that starts in a space with friendly land units may embark and transport those land units. Place the land units underneath the fleet. The land units move along with the fleet. At the end of that fleet's movement, the transported land units must be debarked.

B. Land units being transported by fleets may not otherwise move in that March Phase.

C. Up to three land units may be transported by each fleet at one time.

12.5 Battle

A. If any enemy units are present in the last space of a fleet move, a battle occurs there during the ensuing Battle Phase.

B. Land units debark and fight.

C. Fleets fight in the same manner as land units (15.0).

13.0 Battle

A. Battle occurs during the Battle Phase when the phasing side has units in a space also occupied by enemy units. Battle is mandatory when opposing forces are in the same space.

Play Note: A player must finish all intended movement during the Movement Phase before any battles commence, per the sequence of play.

B. Each battle must be resolved to completion. The moving player is always considered the attacker, while the other player is the defender.

Example: It is the first player's turn, and the first player moves three units into a space where there are two enemy units. The first player's units are therefore the attacker.

13.1 Battle Procedure

A. The attacker determines the order in which battles will be fought. Resolve each battle individually before proceeding to the next one.

B. Resolve each battle per the following sequence.

13.1.1 Determine Tactical Superiority

A. Each player rolls one die.

B. If a side has any elite units with its force, add a +1 die roll modifier (DRM) to the roll. If there are multiple elite units in a stack, only one DRM may be applied.

C. If a Campaign Card event specifies, add an additional +1 DRM to the roll (in addition to the DRM for any elite unit).

D. The player who rolled higher has Tactical Superiority for that battle. In the event of ties, however, the defender has Tactical Superiority.

13.1.2 Conduct Battle

A. The side without Tactical Superiority lines up all its units.

B. The side with Tactical Superiority now lines up its units, selects any one, and rolls a number of dice equal to its Battle Strength.

Play Note: If a unit (such as supply) is printed with a zero strength number, it may not have any die rolled for it during battle (but may be targeted normally).

C. The unit's dice rolls are then compared to the die roll outcome on the Battle Results Table to determine results. Results are applied immediately. The player being targeted chooses the unit(s) to be eliminated or panicked.

D. Any opposing unit eliminated before it has rolled its own combat dice is not eligible to execute combat in that battle. This is the value of having the Tactical Superiority.

E. Next, the side without Tactical Superiority selects any one surviving unit from its force, and rolls a number of dice equal to its Battle Strength. That unit's dice rolls are then applied per 13.1.2.B.

F. Continue to alternate fire, rolling for units one at a time. If one side has more units than the other, that side rolls for all excess units after the other side's last unit has done so.

13.1.3 Continuing Rounds

Determine if one side has won the battle (13.1.4). If neither has won, continue with another round of battle, starting with 13.1.1.

13.1.4 Winning the Battle

The first side to have all units eliminated or panicked has lost the battle, and the other side is considered the winner.

13.2 Battle Results Table

Each battle die roll is resolved using the Battle Results Table (BRT). Each scenario may have its own BRT. The type of unit that is rolling determines which column to cross-index with the die roll.

13.3 BRT Results

A. BRT results are to be implemented immediately after rolling each die. A unit is affected by a result regardless of its type or strength.

B. A player must apply all eliminations before any panics and must apply the eliminations to faceup/unpanicked units first.

13.3.1 Elimination

One enemy unit of the targeted player's choice is removed from the map, and placed in the dead pile; that unit has been permanently knocked out of the fight.

13.3.2 Panic

One enemy unit of the targeted player's choice is flipped over to its reverse (back) side. It is temporarily knocked out of the fight, and thus may not roll any dice for the remainder of the battle. If a unit was already panicked when it received a panic result, it is treated as an elimination above.

Exception: Units defending in spaces containing fortresses, forts or bases ignore panic results.

13.3.3 No Effect

No results were achieved against any enemy unit.

13.4 Winning

A. The battle ends when one side is completely eliminated and/or panicked.

B. The side with surviving unpanicked units wins the battle and remains in the space where the battle occurred.

C. The other side, whose units were all eliminated or panicked, loses the battle.

13.5 Losing

A. The side that lost the battle must move any panicked units to any adjacent space unoccupied by enemy units. If there is more than one panicked unit, they must all retreat together to the same space.

B. Fleets and up to three units in the same space may retreat along river spaces. (The land units must be disembarked at the end of that retreat.) Units may otherwise not retreat into a river space.

C. If there is no unoccupied (by enemy units) adjacent space available to retreat to, the retreating units must be eliminated and placed in the dead pile.

13.6 Rallying

After a battle, flip all panicked units back to their front, unpanicked, face up sides.

14.0 Fortified Defense

A. If the defending force is in a fortress, fort or base, the defending units ignore all panic results.

B. Eliminations are applied normally.

C. The scenario TEC specifies which side(s) can use specific fortresses.

15.0 Special Combat

Special types of battles may be generated by Campaign Cards. They are explained on the cards or scenario rules.

16.0 Elite Units

A. Some units are considered elite, and are printed with an E symbol indicating their elite status.

B. When defending, elite units are not subject to panic results. (They are eliminated like any other unit, if eliminated during a battle). See also 13.1.1.

17.0 Artillery

A. If one side has more artillery units than the other, it applies a +1 DRM to its Tactical Superiority die roll.

B. Fleets and Gatling Guns also count towards having the most artillery units.

18.0 Breakoff

A. Certain units may execute a Breakoff during a round of battle. This occurs when those units would otherwise fire.

B. In place of those units firing, their owner can attempt to withdraw them from the space. The unit moves one space per the rules of retreat. They are out of the battle and may not be fired on.

C. A player may have some, none or all qualified units attempt breakoff during any round. Other units remain in the space and fight. If all units breakoff, the battle ends.

D. Scenarios designate which units may breakoff.

E. Panicked units may not breakoff.

19.0 Pursuit After Battle

19.1 Requirements

A. Normally, after winning a battle, the winning units remain in the space they currently occupy. However, this rule allows the winner to declare a pursuit and conduct a special move.

B. Pursuit may be declared if the attacker wins a battle; or if all enemy units have conducted a breakoff (20.0).

C. Leaders and all types of cavalry may perform pursuit; other units may not.

D. Pursuing units may not have been panicked in the battle.

19.2 Procedure

A. The player may move some, none or all pursuing units via one land route. They all must move together and this may be in any one direction. That is, if the enemy retreated, they do not have to move into the space where retreat concluded.

B. If pursuing units end up in a space containing enemy units, they must attack. If the player has other units in the same space, the pursuing units join with them.

20.0 Winning Major Battles and Morale

A. If a particular battle involved at least four units from each side (discounting leaders), it is considered a Major Battle.

B. The side winning a Major Battle may select one unit from the Recruit Box, which is then immediately placed in the space with the winning units. (It may not then pursue, if a cavalry unit.)

C. The side losing a Major Battle must immediately chose one unit to eliminate from anywhere on the map, and place it in the Recruit Box normally.

D. If units are not available for recruiting or elimination, there is no further effect.

21.0 Supply

Supply affects movement and combat.

21.1 Units in Supply

The following units are always in supply: leaders, supply units, fleet units, and units designated as in automatic supply by the scenario.

21.2 Line of Supply

Other units are in supply if they are in, or within two spaces of a friendly supply unit, a friendly occupied fort, fortress, or base, or a friendly fleet. There may be enemy units in the intervening spaces.

21.3 Out of Supply

All other units are out of supply (OOS).

21.4 Effects of Lack of Supply

A. A unit that begins a Movement Segment out of supply has its movement reduced by 1 (to a minimum of one).

B. A unit that begins a battle out of supply has its combat factor reduced by 1 (to a minimum of zero).

22.0 Fort Markers

Certain scenarios provide one or both sides with fort markers.

22.1 Construction

A. A player can build a fort in any friendly Recruiting Phase. Scenarios designate which units can build them. Additionally, the space must be one that would otherwise be supplied (21.0). Place a fort marker in that space. The unit building the fort may not move in the ensuing March Phase.

B. Forts may not be built in spaces containing other forts, fortresses, bases, or at sea. They may be built on rivers.

C. A player may not build more forts than are in the counter mix.

22.2 Combat

Friendly units defending in forts are not affected by panic. Fort markers themselves are not affected by combat results. If all friendly units in the space are eliminated in a battle, the fort is also removed.

22.3 Pulling Up Stakes

A. Remove a fort from the map if enemy units are in its space at any time and there are no friendly units in it.

B. The owner may remove a fort during a friendly Recruiting Phase.

C. Dismantled forts may be rebuilt on any following turn.

22.4 Supply

Forts provide supply (21.0).

23.0 Scenario Introduction

Lettow-Vorbeck is a game covering the East African campaign of 1914-18. The game is intended for two players, one controlling all Allied units, the other controlling the German units.

24.0 Units in Scenario

A. Each German unit represents an Abteilung, a group of companies roughly equivalent to a battalion.

B. British units represent brigades or brigade-sized groups.

C. Belgian units represent mixed columns of roughly brigade size.

24.1 Unit Types

The unit types are shown on the counters as: Light infantry; Regular infantry; Cavalry or Mounted Infantry; Armored car; Garrison; Fort.

24.2 Unit Abbreviations

AbbrMeaningAbbrMeaning
DESGDar es SalaamMarKMarine Company (sailors)
EADEast African DivisionMGCMachinegun Corps
ExExpeditionary ForcePEAPortuguese East Africa
FKAField Company AbteilungRFFRhodesian Field Force
PForce Publique (Belgians)RMRoyal Marines
FWFreiwilligen (Volunteers)SASouth African

24.3 British Armored Car Unit

This is treated as a mounted infantry for movement.

24.4 British Air Support

The Allies may attempt to use air support once per Allied combat phase. Roll one die.

RollResult
1-2Allies apply a +1 DRM to the tactical superiority die roll.
3-5No effect
6Air support is eliminated; no other effects.

25.0 Setting Up the Game

The Allies set up first. Shuffle each player's cards and pace the deck face down in a convenient location. Place the Turn marker in the 1914 II box of the TRT.

25.1 Allied Setup

LocationUnits
MombasaMombasa garrison
NairobiNairobi garrison
Any towns in British East Africa1/KAR, Vol/LF
Indian Ocean boxB IEF, C IEF
Portuguese East Africa supply townPEA garrison, PEA infantry
Belgian Congo1FP, 2 FP
South African boxAll South African units
Recruit poolAll units marked R.*
  • If advanced rules used, add the fort marker.

25.2 German Setup

LocationUnits
Dar es SalaamDESG garrison
Anywhere in German East AfricaAll units marked Start except DESG.
Konigsberg recruit boxKonA
Recruit PoolAll units marked R.*

*If advanced rules used, add the fort marker.

26.0 Victory

A. The game lasts up to 14 turns, from 1914 II to 1918 III.

B. The game ends and a player wins if at any time there are no enemy units on the map.

C. If both sides remain on the map at the end of the last turn, the Allies win if Allied units occupy all supply centers.

D. Germany wins if a German unit occupies at least one supply center.

27.0 Reinforcements

27.1 Reinforcement Pools

A. Except for the special cases listed below, each side places all other reinforcements in an opaque container (one for German units, one for Allied units).

B. All eliminated units are placed in the appropriate recruit pool.

C. When a card directs reinforcements to be taken, draw the number stated at random and place them as directed below.

D. Reinforcements may not be placed in spaces occupied by enemy units.

27.2 German Reinforcements

A. German KonA infantry arrives via the SMS Konigsberg card.

B. German reinforcements are placed in supply centers and/or fort markers occupied by German units.

27.3 Allied Reinforcements

A. Allied South African (SA) units arrive via the South African Reinforcement card.

B. British units are placed in the Indian Ocean box, supply centers occupied by Allied units, or in any Allied occupied ports on the Indian Ocean.

C. Belgian units are placed in the Belgian Congo supply center.

D. Portuguese units are placed in the Portuguese East Africa supply center.

28.0 Movement Modifications

28.1 Movement Restrictions

A. Belgian and Portuguese units are deployed in initial setup, but they do not move.

B. Other units may not enter the Belgian Congo or Portuguese East Africa until Belgium and Portugal enter the war. This is done by play of the Allied Intervention card. Once activated, a powers' units may be moved as Allied units for the rest of the game and all units may enter the powers' spaces.

28.2 Amphibious Movement

A. Amphibious movement allows a unit to move from one port to another as restricted below. The movement consumes the unit's entire movement for that turn.

B. If the landing port is enemy occupied, the movement triggers combat in the ensuing Combat Phase.

C. Units in a port may not retreat via amphibious movement.

D. There are two types of amphibious (waterborne) movement: Lake and Ocean.

28.2.1 Lake

Either player may move units from port to port on the same lake.

28.2.2 Ocean

The Allies may move units from port to port on the Indian Ocean via amphibious movement.

28.2.3 Indian Ocean Box

Allied units may be placed in the Indian Ocean box, representing off-map ports. Units placed in this box may remain in it, or move to the map via amphibious movement.

28.3 Rail Movement

A unit may move an unlimited number of connected rail spaces by paying one movement point. However, a unit must stop in the first enemy occupied space on a rail line.

29.0 Allied Stacking Restrictions

A. The Allies field three separate contingents: British Empire, Belgian, and Portuguese.

B. Units of each Allied contingent may not end a phase stacked in the same space with those of another Allied contingent.

30.0 Optional Rules

Players may use any combination of these rules, or none at all.

30.1 Breakoff

Light infantry, armored car, and mounted infantry units may break off (18.0).

30.2 Supply

A. Supply sources (21.0) for each side are listed below.

B. Both sides may use captured enemy supply centers if they occupy the space with friendly units.

C. Units are always in supply if they are on a railroad that can trace a line of continuous spaces to a supply space or fort occupied by friendly units. There may be no enemy units in any of the spaces through which the supply line is being traced.

D. German units are always in supply in German East Africa. When outside of German East Africa, they are in supply only if they are in or within two spaces of a German occupied supply center or fort.

E. Allied units are in supply if they are in or are within two spaces of an Allied occupied supply center or fort.

30.3 Forts

Forts (standard rule 22.0) may be built by any unit. Each side can have a maximum of one at any one time.

  • 6.2.3 End Turn Phase
  • 13.5 Losing
  • 13.6 Rallying
  • IEFIndian Expeditionary ForceSK(R)Rifle Companies (Reserve)
    KARKing's African RiflesVol/LFVolunteers/Legion of Frontiersmen
    Kartu ColKartu ColumnWAWest African
    Kon AKonigsberg Abteilung (sailors as infantry)