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Quartermaster General: Alternate Histories

Expansion for Quartermaster General

Quartermaster General: Alternate Histories Rulebook

Table of Contents

Table of Contents

  • Incorporating the New Cards
  • Update to the Player Turn
  • Updated Victory Conditions
    • Victory
  • Components
  • France and China
    • France
    • China
  • Reallocate Resources
  • Experimental Constructed Deck Rules
  • Order of Play
  • Turn Sequence
  • Card Distribution with Alternate Histories and Air Marshal Expansions

Incorporating the New Cards

There are 8 cards which are substitute cards for the base game. These cards have the exact same title, and have the word substitute printed on them. Note that two of the cards have switched decks.

The cards from the base game are removed from the game, and these substitute cards are used in their stead. The substitute cards are: Vasilevsky Takes Command in the Far East, Dutch East Indies, Free France, Free French Allies, Resistance, American Volunteer Group Expands, Flexible Resources, and Ledo and Burma Roads.

After that, the rest of the new cards are shuffled into their respective decks.

Update to the Player Turn

During your Discard step, you must discard at least one card from your hand, or your side deducts 1 Victory Point.

Updated Victory Conditions

The following rule was introduced in Quartermaster General: Air Marshal, and should be considered mandatory when playing Quartermaster General: Alternate Histories.

Victory

(See "Scoring & Victory", p. 18 of the Quartermaster General Rulebook)

When playing with the Alternate Histories, do not use the Sudden Victory rules (in which a team wins if it occupies two of the opposing team's home spaces, or earns 400 Victory Points).

Instead, use the Scoring Victory and Tournament Victory rules; the Tournament Victory is no longer optional.

To summarize, victory is achieved if a team leads by 30 or more points ahead of its opponent at the end of a round (following the United States' turn). If victory is not achieved within 20 rounds of play, the team with the higher score is victorious.

In the event of a tie, the Axis team wins.

Components

  • 108 cards
  • Rulebook
  • Small sheet of game counters
  • 9 Wooden pieces
    • 3 Blue French Armies
    • 2 Blue French Navies
    • 1 Blue French Air Force
    • 2 Black Chinese Armies
    • 1 Black Chinese Air Force

France and China

When using this expansion, the forces of the Allied nations of China (Black) and France (Blue) are now represented with their own Armies, Navies, and Air Forces. However, the pieces are controlled through cards in the other Allied decks. China and France are not represented by additional players and do not have their own separate decks.

Play involving French and Chinese pieces is always specified on a card.

Cards that refer to a player's pieces (or actions) without specifying the country refer to that Allied country's own pieces, and not the French or Chinese pieces. For example, the United States card Wartime Production cannot be used to build a Chinese Army, nor can it be used in reaction to a Chinese Army being built.

China and France score victory points independently of the United States and the United Kingdom. Thus France could potentially score Victory Points during the Victory step of the United Kingdom's turn even if the United Kingdom's Home space was occupied – the step is not skipped for France. Likewise, if the United Kingdom was occupied by an Allied Army and Western Europe Axis occupied, France would skip the Victory step (exception, Government in Exile), but the United Kingdom would still score.

France

  • During setup, place a French Army in Western Europe.
  • French pieces must trace their own supply lines, as a separate country from the United Kingdom.
  • The Home space for France is Western Europe. The Government in Exile card moves the French Home space to the United Kingdom if Western Europe is occupied by an Axis Army.
  • During its turn, the United Kingdom scores points and checks supply for French pieces.
  • If you are playing with the Air Marshal expansion: During the Air step the United Kingdom player may discard a card from hand to marshal a French Air Force (in addition to deploying or marshaling a United Kingdom Air Force). The United Kingdom player repositions the French Air Force should the situation arise.

China

  • During setup, place a Chinese Army in China.
  • Chinese pieces must trace their own supply lines, as a separate country from the United States.
  • The Home space for the Chinese is China. The substitute card American Volunteer Group Expands permanently moves the Chinese Home space to Szechuan.
  • During its turn, the United States scores points and checks supply for Chinese pieces.
  • If you are playing with the Air Marshal expansion: During the Air step, the United States player may discard a card from hand to marshal a Chinese Air Force (in addition to deploying or marshaling a United States Air Force). The United States player repositions the Chinese Air Force should the situation arise.

Reallocate Resources

Reallocate Resources was introduced in Quartermaster General: Air Marshal. You can use Reallocate Resources once during your turn, at the beginning of your Turn.

Discard 3 cards from your hand to search your draw deck for a card and add it to your hand. Only Build Army, Build Navy, Land Battle, Sea Battle, or Deploy Air Force cards can be chosen from your draw deck. (You may wish to look through your discard pile before paying the cost, to make sure the card you're looking for is still in your Draw deck.)

You do not need to declare what type of card you want before searching your deck, but you must reveal the card selected to the other players. Afterwards, shuffle your draw deck.

Note: Players who own Air Marshal will see that the cost to use Reallocate Resources has changed from 4 cards to 3. This change is only used when playing with the Alternate Histories expansion. When playing with Air Marshal or just the base game, the rule is that you must discard 4 cards.

Experimental Constructed Deck Rules

When using the Experimental Constructed Rules, players may construct their own decks to try different or specific strategies. Taking the decks created when the Alternate Histories cards were incorporated, players remove cards until the deck is the size indicated on the following chart.

Note that the 8 substitute cards provided in Alternate Histories must be used when using the constructed deck rules.

When using the Air Marshal expansion, the extra cards added to the deck must be Deploy Air Force and Bolster cards.

When using the constructed deck rules, players do not lose a Victory Point when they do not discard a card during the Discard step. (The discard step is unchanged from previous versions.)

Deck Size

Deck SizeGermanyItalyJapanSoviet UnionUnited KingdomUnited States
Base Game with Alternate Histories403033343940
Extra Cards Added when using Air Marshal (Bolster/Deploy Air Force)10¹8²108810

1 The German deck is decreased by one card from the Air Marshal expansion.

2 The Italian deck is increase by one card from the Air Marshal expansion.

Order of Play

Every round, each country takes a turn in the following order:

  1. Germany
  2. United Kingdom & France
  3. Japan
  4. Soviet Union
  5. Italy
  6. United States & China

At the end of each round (after the United States turn), advance Game Round Marker and check for victory.

Turn Sequence

  1. Play Step: Play one card.
  2. Air Force Step: Deploy or Marshal an Air Force when using the Air Marshal expansion (Optional).
  3. Supply Step: Remove your out-of-supply pieces from the board.
  4. Victory Step: Collect Victory Points.*
  5. Discard Step: Discard any number of cards from your hand. Deduct 1 Victory Point if you do not discard a card.
  6. Draw Step: Draw until your hand has seven cards.**

*Skip this step if your Home Space is occupied by an enemy Army.

**Response and Status cards on the table are not in your hand.

Card Distribution with Alternate Histories and Air Marshal Expansions

Card TypeGermanyItalyJapanSoviet UnionUnited KingdomUnited States
Build Army644955
Build Navy247165
Land Battle853744
Sea Battle22
4
2
5
4
Economic Warfare745-28
Event1312-91614
Status1586121014
Response-51875-
Deploy Air Force424234
Bolster1089989