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Shifting Sands: The Campaign for North Africa 1940-1943 thumbnail

Shifting Sands: The Campaign for North Africa 1940-1943

Shifting Sands: The Campaign for North Africa, 1940-1943 Rulebook

Table of Contents

Table of Contents

  • 1.0 INTRODUCTION
  • 2.0 COMPONENTS
    • 2.1 The Game Map
    • 2.2 The Playing Pieces
    • 2.3 The Strategy Cards
    • 2.4 Unit Nationality Abbreviations and Color References
  • 3.0 SYMBOLS AND TERMINOLOGY
  • 4.0 PREPARE FOR PLAY (THE SHIFTING SANDS CAMPAIGN GAME)
    • 4.1 Markers
    • 4.2 Unit Setup
    • 4.3 Strategy Cards
  • 5.0 SEQUENCE OF PLAY
    • 5.1 Draw Strategy Card Phase
    • 5.2 Action Phase
    • 5.3 Attrition Phase
    • 5.4 Victory Determination Phase
    • 5.5 Replacement Phase
    • 5.6 Game Turn Phase
  • 6.0 ACTION PHASE
    • 6.1 General Rules
  • 7.0 STRATEGY CARDS
    • 7.1 General Rules
    • 7.2 Operations
    • 7.3 Redeployment
    • 7.4 Replacement Points
    • 7.5 Events
    • 7.6 Combat Cards
    • 7.7 Deck Management
  • 8.0 STACKING
  • 9.0 MOVEMENT
    • 9.2 Movement and Oasis Spaces
  • 10.0 UNITS OUTSIDE LIBYA/EGYPT
    • 10.1 Chad
    • 10.2 East Africa
    • 10.3 Malta
    • 10.4 Near East
    • 10.5 West Africa
  • 11.0 COMBAT
    • 11.2 Combat Resolution
    • 11.3 Flank Attacks
    • 11.4 Taking Losses
    • 11.5 Retreats
    • 11.6 Advance After Combat
    • 11.7 The Long Range Desert Group (LRDG)
  • 12.0 REDEPLOYMENT
  • 13.0 SUPPLY
    • 13.1 Supply Determination
    • 13.2 Allied Supply Sources
    • 13.3 Axis Supply Sources
    • 13.4 Special Supply Sources
    • 13.5 Tracing Supply
    • 13.6 Supply Status
    • 13.7 Out of Supply Penalties
    • 13.8 Attrition
    • 13.9 Captured Supply
  • 14.0 FORTS
  • 15.0 REPLACEMENTS
    • 15.4 Re-creating Units
  • 16.0 DETERMINING VICTORY
  • 17.0 CAMPAIGN GAME SETUP
    • ALLIED SETUP
    • AXIS SETUP
    • NEUTRAL SETUP
  • 18.0 OPERATION SONNENBLUME SCENARIO
    • ALLIED SETUP
    • AXIS SETUP
    • NEUTRAL SETUP
    • 18.1 Cards Permanently Removed
    • 18.2 Turn Record Track Event Markers
    • 18.3 Special Scenario Rules
    • 18.4 Scenario Victory Conditions
  • 19.0 OPTIONAL RULES
    • 19.1 Alternate Units
    • 19.2 Alternate Leaders
    • 19.3 Alternate Malta
    • 19.4 Alternate Card Draws
    • 19.5 Corseting
    • 19.6 Alternate Vichy French
  • EXAMPLE OF PLAY
  • CREDITS AND ACKNOWLEDGEMENTS
  • CARD CLARIFICATION/ERRATA
  • PLAYER AID CARD ERRATA
  • COUNTER SHEET ERRATA
  • MAP ERRATA
  • BOX LID ERRATA
  • SHIFTING SANDS TORCH SETUP
  • SHIFTING SANDS EXPANDED SEQUENCE OF PLAY
  • SHIFTING SANDS FAQ
    • Clarifications
    • Cards
    • Counters
    • Map
    • Rules

1.0 INTRODUCTION

Shifting Sands: The Campaign for North Africa, 1940-1943 is a two-player game simulating the Second World War in the Mediterranean Theatre of Operations between the Italian declaration of war in June, 1940 and the final Axis surrender in Tunisia in May, 1943.

2.0 COMPONENTS

Shifting Sands includes the following:

  • One 22” by 34” map
  • 264 5/8” diecut counters
  • 130 1/2” diecut counters
  • Two player reference cards
  • One rules booklet
  • Two decks of strategy cards (55 each)
  • Two six-sided dice

2.1 The Game Map

The game map consists of spaces (squares and eight-pointed stars) that are connected to one another by lines. Spaces connected by a line are considered adjacent. All spaces include coloring to show which side controls them initially, the type of terrain they contain, whether the space contains a port and/or fort, and whether the space counts for Victory Point purposes. The game map also contains a number of charts and tracks to record various game functions. These include two Action Round Charts, a Turn Record Track and a General Records Track (used to record the accumulation of Replacement Points and Axis Victory Points).

2.2 The Playing Pieces

2.21 Combat units come in two different sizes: divisions and battlegroups. Divisions are large bodies of troops, supported by artillery, air power, etc., and are represented by 5/8” counters. Battlegroups are forces ranging from battalion to brigade size, and are represented by the smaller 1/2” counters.

2.22 All division and battlegroup counters are printed on both sides. Each side is called a step, and all combat units have two steps. The front of every counter represents the unit at full strength; the reverse side represents the unit at reduced strength. Note that, for most units, the reduced side has a weaker Combat Factor than the full strength side, while the Loss Factor and Movement Factor are unchanged.

2.23 Combat units come in two different types: infantry and armor. All armor units have a tank illustration on the counter.

2.24 There are several types of 5/8” game marker pieces included with the game. Their use is described throughout the rules.

2.3 The Strategy Cards

Each player has his own deck of 55 strategy cards: 14 cards labeled 1940, 20 cards labeled 1941, and 21 cards labeled 1942.

2.4 Unit Nationality Abbreviations and Color References

Allied

Counter NationalityColor Scheme
AUS — AustralianTan/Light Green
BR — BritishTan
FF — British-controlled Free FrenchLight Blue
FF — US-Controlled Free FrenchGreen/Light Blue
GK — GreekBlue
IND — IndianTan/Red
NZ — New ZealandTan/Blue
POL — PolishRed
SA — South AfricanTan/White
US — United StatesGreen

Axis

Counter NationalityColor Scheme
EG — EgyptianGray/Orange
GE — GermanGray
IR — IraqiGray/Pink
IT — ItalianBlue green/Light Green
VF — Vichy FrenchGray/Light Blue

3.0 SYMBOLS AND TERMINOLOGY

(Asterisk): If a strategy card marked with an asterisk is played as an Event, the card is permanently removed from the game after the Action Round in which it was played. It is not removed from the game if used as an Operations, Redeployment, or Replacement Points card.

Activated: When a space has had its movement or combat Activation cost paid for during an Action Round, all the units in the space are considered Activated and can conduct the action indicated by the Activation marker. Note: Activated armor units can both move and attack in the same Action Round.

Active Player: The player taking an action during his part of the Action Round. During combat the Active Player is also the Attacker, while his opponent is the Defender.

Allied Minor Nations: British-controlled Free French, Greek, and Polish battlegroups.

Card/Event Name: Each strategy card is named to describe the event or action that it represents. If the name is in red it indicates that Event that is a prerequisite for another Event.

Combat Card: Combat Cards are a special type of Event that are played during the Combat Phase. Note: For simplicity the rules refer simply to Combat Cards rather than Combat Card Events.

Combat Factor (CF): This is the numerical measure of a unit's ability to inflict damage. The CF is used to resolve combat on the Fire Tables. The CF of a Fort space is printed on the map next to it. Note: A battlegroup may be weaker in combat than a division with a lower CF. This is because divisions conduct Offensive and Defensive Fire on a better Combat Fire Table than battlegroups.

Control: Each space on the map is at all times controlled by either the Allied or the Axis player. At the beginning of the Campaign Game all green spaces are Allied-controlled, all gray spaces are Axis-controlled. A space controlled by you is considered friendly. A space controlled by your opponent is enemy. Control of a friendly space changes to the enemy when an enemy unit enters it, or if the space becomes Out of Supply.

Draw Pile: The deck of strategy cards a player draws his cards from during each Draw Strategy Card Phase.

Discard Pile: The "Played" boxes on the map are where each player places a strategy card played for Operations, Redeployment, Replacements, as an Event (other than "*" Events), or removed from his hand at the beginning of the Draw Strategy Card Phase.

Die roll modifier (drm): A drm is a number that is added or subtracted to a specified die roll.

Full Supply: The supply status of combat units within three spaces of a Supply Source.

Limited Supply: The supply status of combat units that are more than three spaces from a Supply Source.

Loss Factor (LF): A numerical measure of a unit's ability to absorb casualties.

Loss Number: The result from a Fire Table during Combat.

Movement Factor (MF): The number of contiguous spaces a unit may enter during an Action Round when Activated for movement.

Operations Value (OPS): The number of Activation Points that a player may spend for movement and/or combat in an Action Round. Each strategy card has an OPS value from 2 to 5.

Out of Supply (OOS): A unit is OOS when it cannot trace a Supply Line to a friendly Supply Source. An OOS unit suffers several restrictions, and is eliminated during the Attrition Phase if still OOS.

Redeployment (RD): This is an action by which players move units great distance within friendly territory. Note: The Redeployment Value of a strategy card is the same number of points as a card's OPS Value.

Replacement Points (RP): Replacement Points are used to rebuild reduced strength units and to re-create eliminated units. Note: some units have a black dot on their right hand side to indicate they may not be rebuilt or re-created.

Supply Line: A string of contiguous friendly controlled spaces or ports leading from a unit to a Supply Source.

Supply Source: A space on the map from which a Supply Line terminates. A corner graphic of a port anchor inside a diamond indicates that a space may be used as a Supply Source by that side.

Torch Landing Cards: Strategy cards from the year 1942 that may only be played as Events after the Allied player has played the Torch Event. These cards have a black "T" inside an orange diamond at the top of the card.

Victory Point (VP) Space: Any space with a yellow name and outline. When control of these spaces changes, the VP marker is adjusted on the General Records Track.

4.0 PREPARE FOR PLAY (THE SHIFTING SANDS CAMPAIGN GAME)

4.1 Markers

4.11 Place the Turn marker on the "Summer 1940" space on the Turn Record Track.

4.12 Place the VP marker on the "10" space of the General Records Track.

4.13 Place the GE, IT, BR, CW and the Allied Replacement Point markers on the "0" space of the General Records Track. The US Replacement Point marker is not used until the Torch Event has been played (7.416).

4.14 Place six Action markers near each player's Action Round Chart.

4.15 Place five Move/Attack markers near the Axis player, because he will take the first action. Note: The game includes several extra Move and Attack markers should some become worn or lost. There should never be more than five Move/Attack markers in use during play.

4.16 Place all other markers within easy reach.

4.2 Unit Setup

Place Axis and Allied units in the spaces indicated in the Campaign Game Setup (17.0). The Campaign Game Setup is also printed on the map. Note: Use the 3-3-5 counter for the British 7th Armored Division. The otherwise identical counters with the higher Combat Factors are upgrades that become available through the play of strategy cards that are added to the Allied player's deck in 1941 and 1942.

4.3 Strategy Cards

Each player separates his strategy cards on the map. The player's 1940 cards are placed in the "1940" space, the 1941 cards are placed in the "1941" space, and the 1942 cards are placed in the "1942" space. Each year's cards should be thoroughly shuffled prior to placement.

5.0 SEQUENCE OF PLAY

5.1 Draw Strategy Card Phase

5.11 Both players have the opportunity to discard any or all of the strategy cards remaining in their hand from the previous turn immediately before they draw new cards in the Draw Strategy Card Phase. Place the cards face down in the player's Discard Pile. Players may never examine an opponent's Discard Pile.

5.12 Each player draws strategy cards from his Draw Pile to bring his hand up to its maximum size for the forthcoming turn. The maximum hand size is as follows:

  • 1940 turns: 7 cards
  • 1941 turns: 8 cards
  • 1942 turns: 9 cards
  • 1943 turns: 10 cards

5.13 If there are insufficient strategy cards in the Draw Pile to fill a player's hand back up to its maximum size, take all the available cards. Then reshuffle the discards into a new Draw Pile and draw from this up to the maximum hand size.

5.2 Action Phase

Each Action Phase is divided into six identical Action Rounds. Each Action Round allows both players to take one action. The Axis player takes his action first in each Action Round. After all six Action Rounds are completed, play proceeds to the next phase.

5.3 Attrition Phase

All OOS battlegroups and divisions are eliminated. Place eliminated battlegroups in the player's Replacement Box. Eliminated OOS divisions may not be replaced and are removed from play. Control of spaces may change (13.82).

5.4 Victory Determination Phase

5.41 Add 1 VP each Victory Determination Phase the Axis control, or are adjacent to, El Alamein (EG units do not count as Axis for purposes of this rule). Add 1 VP each Victory Determination Phase, starting with the Fall 1941 turn, if the Axis control any space in East Africa.

5.42 Determine if either player has won an Automatic Victory (Axis: 16.2; Allied: 16.3). If it is the Spring 1943 Victory Determination Phase, the game is over. Count Victory Points and determine who has won the game.

5.5 Replacement Phase

5.51 The Axis player spends any Replacement Points (RP) accumulated through the play of RP Cards and/or the Battlefield Recovery Event this turn, as marked on the General Records Track.

5.52 The Allied player spends any Replacement Points (RP) accumulated through play of RP Cards and/or the Atlantic Charter Event this turn, as marked on the General Records Track.

5.6 Game Turn Phase

If the game has not ended because of an Automatic Victory or the Spring 1943 Victory Determination Phase advance the Turn marker to the next season on the Turn Record Track and begin the Sequence of Play again with the Draw Strategy Card Phase.

6.0 ACTION PHASE

6.1 General Rules

There are six Action Rounds per Action Phase. In each Action Round, each player is allowed to take one action.

6.11 The Axis player conducts the first action of each Action Round.

6.12 Each player must take one of two possible actions:

EITHER

A. Play a strategy card, and decide to do ONE of the following options: Play the card for its OPS Value, or for its Redeployment Value, or for Replacement Points, or as an Event and following the directions given on the card.

OR

B. Not play a strategy card. A player who does not play a strategy card must take an Automatic Operation as if playing a strategy card with an OPS value of one.

6.13 Players place the numbered Action Round markers on their respective Action Round Charts (one each Action Round), to indicate which actions they have conducted.

6.14 Players continue to alternate taking actions until each player has taken six actions.

7.0 STRATEGY CARDS

7.1 General Rules

Players initiate all actions, including movement and combat, through the play of strategy cards. Exception: Automatic Operations (6.12B).

7.11 Each player begins the game using only his 1940 strategy cards. His 1941 and 1942 cards are added per rule 7.7.

7.12 Each strategy card can be used in one of four possible ways:

  • Operations (OPS)
  • Redeployment (RD)
  • Replacement Points (RP)
  • As an Event

7.13 Each card may only be used one way each time it is played. Exception: Certain Events allow the same strategy card to be used as an Event and OPS card simultaneously in the same Action Round. These cards have their OPS Value within a square rather than a circle. When a card is played for OPS, RD, or RP it is placed in the player's Discard Pile, face down.

7.2 Operations

7.21 If a strategy card is played as an OPS card, the player is allowed to spend a number of activation points equal to the OPS Value of the card. Note: A minimum of one friendly unit in a space is required to activate that space.

7.22 A space costs the same number of activation points whether it is Activated for movement or combat. Exceptions: Limited Supply (13.611), Out of Supply (13.71).

7.23 The cost to Activate a space is equal to the number of different nationalities (excluding forts) in the space, with the following exceptions:

  • British, Commonwealth (AUS, IND, NZ and SA) and Allied Minor Nation (FF, GK and POL) units are treated as one nationality for purposes of Activation for movement and combat.
  • German, Vichy French, Iraqi and Egyptian units are treated as one nationality for purposes of Activation for movement and combat.
  • US and US-controlled FF units are treated as one nationality for purposes of Activation for movement and combat (11.262).

7.24 The cost to Activate a multi-national space applies even if units of one or more nationalities in the space do nothing during the Activation, i.e., a player may never "withhold" units to lower Activation costs.

7.25 Each space can be Activated for either movement or combat, but not both. A Move or Attack marker should be placed on each space as it is Activated. Note: Armor units potentially can both move and attack in the same Action Round (9.16).

7.26 Only friendly-occupied spaces may be Activated. A space with only a friendly Fort is not considered occupied for Activation purposes.

7.27 After all Activated spaces are marked the Active Player conducts movement of all units in spaces marked with a Move marker. Units in a space marked for movement are not required to move at all. Remove each space's Move marker as it is Activated for movement.

7.28 After all movement is completed the Active Player conducts any combat that he wishes to initiate from spaces marked with an Attack marker. Combat is voluntary and no unit is required to attack. Combat markers are removed as each combat is resolved.

7.3 Redeployment

7.31 If a strategy card is played as an RD card, the player may use Redeployment to move battlegroups and/or divisions.

7.32 The player receives a number of RD Points to spend equal to the OPS Value of the strategy card.

7.33 A strategy card may not be played for RD in consecutive Action Rounds. Note: A player may play a RD card in the last Action Round of one turn and the first Action Round of the next turn.

7.34 Redeployment rules are listed in section 12.0.

7.4 Replacement Points

7.41 If a strategy card is played as a RP card, the player marks on the General Records Track the number of Replacement Points listed for each nationality in the boxes in the lower left corner of the card.

7.411 The "CW" Replacement Points on the Allied strategy cards are recorded with the Commonwealth RP marker, and are used for all the Commonwealth nations (AUS, IND, NZ, and SA).

7.412 The "A" Replacement Points on the Allied strategy cards are recorded with the Allied RP marker and are used for all Allied Minor Nation (FF, GK and POL).

7.413 After play of the Battlefield Recovery Event, the GE RP marker should be flipped so that its "Battlefield Recovery" side is face up. The Axis player receives one German RP every Replacement Phase for the rest of the game. This is in addition to any RP the Axis player received for playing strategy cards for RP during the Action Phase. It is earned even if the Axis player did not play a card for RP during the Action Phase.

7.414 After play of the Atlantic Charter Event, the BR and CW RP markers should be flipped so their "Atlantic Charter" side is face up. The Allied player receives one British or one Commonwealth RP every Replacement Phase for the rest of the game. He does not have to decide whether the extra RP will be BR or CW until the beginning of his Replacement Phase. This RP is in addition to any RP the Allied player received for playing strategy cards for RP during the Action Phase. It is earned even if the Allied player did not play a card for RP during the Action Phase.

7.415 If the Massawa space on the East Africa map is Allied controlled, all Allied RP cards produce one additional BR RP, in addition to any BR RP listed on the card.

7.416 After play of the Torch Event, all Allied RP cards produce three US RP, in addition to any other RP listed on the card.

7.42 The player conducts no other actions besides marking the Replacement Points during the Action Round. Replacement Points are spent during the Replacement Phase of each turn (15.0).

7.43 A strategy card may not be played for RP in consecutive Action Rounds. Note: A player may play a RP card in the last Action Round of one turn and the first Action Round of the next turn.

7.44 Certain Events temporarily or permanently prevent the Axis player from playing a strategy card for Replacement Points:

  • Once the Axis player has played the Invasion of Greece Event, he may not play a strategy card for RP until he plays one of the following as an Event: Rommel, Balkan Campaign or Siege of Malta. Play of any of these events removes the RP effects of Invasion of Greece for the rest of the game. Note: If Herkules is played before Invasion of Greece, ignore the RP prohibition text on the Invasion of Greece Event.
  • Once the Allied player has played the Barbarossa Event, the Axis player may not play a strategy card for RP until he plays the following as an Event: Siege of Malta. Play of the Siege of Malta Event by the Axis player removes the RP effects of Barbarossa until play of the Spitfires Event by the Allied player. Note: If Barbarossa is played after Siege of Malta, ignore the RP prohibition text on the Barbarossa Event.
  • Once the Allied player has played the Spitfires Event, the Axis player may not play a strategy card for RP until he plays the following Event: Herkules. Play of the Herkules Event removes the effects of Spitfires for the rest of the game. Note: The Spitfires Event may not be played after Herkules.
  • Once the Allied player plays Malta Victorious, the Axis player may not play a strategy card for RP for the rest of the game.

7.5 Events

7.51 If a strategy card is played as an Event, the instructions on the card must be followed. Many Events have an associated marker that may be placed on the Turn Record Track to help players remember that the Event has occurred.

7.511 The name immediately under each photo is that strategy card's Event Name. A red Event Name indicates that the Event is a prerequisite for play of another event.

7.52 If a strategy card with an asterisk (*) is played as an Event, permanently remove it from the game after completion of the Action Round it was played. The card is not removed from the game if played as an OPS, RD, or RP card.

7.521 The Allied player may not play any Malta Convoys Event until after he has played the Barbarossa Event. If the Axis player has played the Siege of Malta Event, the Allied player may not play any Malta Convoys Event until after he has played the Spitfires Event.

7.522 The Axis player may not play the London Calling Event if Tripoli is Allied-controlled. If Tripoli becomes Allied-controlled during a turn in which the Axis play London Calling, that event is canceled.

7.53 Certain Events introduce new units (reinforcements) into play. The Allied player may play one BR and one CW Reinforcement Event per turn. The Axis player may play one GE and one IT Reinforcement Event per turn. Each player may also play one "T" Reinforcement per turn after the play of the Torch Event. Note: Reinforcement Events are separate and distinct from the play of strategy cards for Replacement Points. A player may play a strategy card as a Reinforcement Event and also play cards for RP in the same turn.

7.531 Reinforcing battlegroups are placed in the player's Reserve Box. There are six exceptions:

  • Place the GK battlegroup in the Allied Replacement Box after the Axis plays Balkan Campaign.
  • Place EG battlegroups in one or more Allied-controlled Victory Point spaces in Egypt.
  • Place the two armor battlegroups the Allied player receives as a result of the Tiger Convoy Event as directed on the strategy card.
  • Place the LRDG battlegroup in the Deep Desert space.
  • Place the infantry and armor battlegroups the Axis player receives as a result of the Rommel Event as directed on the strategy card.
  • Place the Ramcke battlegroup in either the Sicily Box or any Axis-controlled port space in North Africa.

7.532 Place reinforcing divisions as follows: place Axis divisions in the Tripoli Space. After play of the Torch Event, place Axis divisions in the Tripoli or Tunis space (or both). Place Allied divisions in the Port Said or Suez spaces (or both). There are several exceptions:

  • Place the IT 20th, 80th, and 185th Divisions in the Sicily Box, or any Axis-controlled port space in North Africa.
  • Place the IT AFR Division in the Addis Ababa space.
  • Place the GE 164th Division in any Axis-controlled port in North Africa.
  • Place the GE 90th Division as directed on the strategy card.
  • Place the GE 5th Mountain Division as directed on the Unternehmen Irak strategy card.
  • Place the 6th AUS Division in the Jerusalem space if the Event is played in 1940.
  • Place Allied "T" reinforcements in the Casablanca, Oran, or Algiers spaces (or any combination). Exception: Corps Franc D'Afrique Event.
  • Place the Free French DMA, DMC and DMO Divisions in any Allied-controlled Mountain space in Algeria or Tunisia after the Allied player plays the Corps Franc D'Afrique Event.
  • May place IND divisions in the India space, in addition to the option to place them in the Port Said and Suez spaces.
  • Must place SA divisions in the South Africa space if Addis Ababa is Axis-controlled. If Addis Ababa is Allied-controlled place them in the South Africa, Port Said, or Suez spaces (or any combination).
  • If either Port Said or Suez are Axis-controlled the Allied player may place any reinforcements except those with a "T" in the India, Persia, or South Africa spaces.

7.54 When a strategy card that upgrades an armor division is played as an Event the counter with the lower CF is permanently removed from play and is replaced by the counter with the higher CF indicated on the strategy card. Exception: This replacement does not occur if the armored division has been permanently eliminated.

  • If the armored division is on the map, remove the counter with the lower CF and replace it in that space with the new counter with the higher CF. If a division is currently reduced, the new counter should be placed reduced side up.
  • If the armor division is in the Replacement Box, remove the counter with the lower CF from the Replacement Box and replace it with the new counter with the higher CF. The new counter must be rebuilt using RP before it can be used.
  • If the armor division has not yet entered play, remove the counter with the lower CF from play. When that armored division enters play as a Reinforcement Event, place the new counter with the higher CF on the map.

7.6 Combat Cards

7.61 Combat Cards are a special form of Event that may be played during combat. The Attacker must play any Combat Cards before the Defender. Combat Cards are the only cards that may be played during the opponent's Action Round.

7.611 If a player plays any Combat Cards and wins the combat, the player places those cards face up on his side of the map. Exceptions: Combat Cards with the restriction "May only be used in one Combat per turn" must be placed in that player's Discard Pile after use as an Event. Combat Cards marked with an asterisk (*) are permanently removed from play after use as an Event.

7.612 Combat Cards left face up in front of either player may influence combats in later Action Rounds in the same turn (11.25).

7.613 If a player loses a combat and used a Combat Card or cards in that combat, those Combat Cards are placed in his Discard Pile.

7.614 A Combat Card may be used a maximum of once per Action Round until it is placed in his Discard Pile.

7.62 At the end of each turn, all Combat Cards that were played must be placed in that player's Discard Pile, even if the player was victorious in all the battles in which the cards were used.

7.7 Deck Management

7.71 At the start of the Winter 1941 Draw Strategy Card Phase each player adds his 1941 cards to his Draw Pile and reshuffles his Draw Pile and Discard Pile together to form a new Draw Pile. His Draw Pile will now consist of his 1941 cards and any 1940 cards that have not been permanently removed.

7.72 At the start of the Winter 1942 Draw Strategy Card Phase each player adds his 1942 cards to his Draw Pile and reshuffles his Draw Pile and Discard Pile together to form a new Draw Pile. His Draw Pile will now consist of his 1942 cards and any 1940 and 1941 cards that have not been permanently removed.

7.73 In the Winter 1943 Draw Strategy Card Phase each player reshuffles his Draw Pile and Discard Pile together to form a new Draw Pile. His Draw Pile will now consist of any 1940, 1941, and 1942 cards that have not been permanently removed.

7.74 During the Winter 1941 Draw Strategy Card Phase the Axis player may elect to add the Rommel card to his hand before shuffling and drawing the remainder of his cards. During the Winter 1942 Draw Strategy Card Phase the Axis player may elect to add the Siege of Malta card to his hand before shuffling and drawing the remainder of his cards. The maximum hand size, including Rommel or Siege of Malta, remains eight cards for 1941, and nine for 1942.

8.0 STACKING

8.1 Three units, regardless of type or size, may stack in one space. The following are exceptions:

  • After play of the Montgomery Event, the Allied player may stack up to four British, Commonwealth, and/or Allied Minor Nation units in any spaces in Egypt (including Sinai). He may also stack up to four British, Commonwealth, and/or Allied Minor Nation units in any ONE space in Libya, and any ONE space in Algeria or Tunisia.
  • After play of the Patton Event, the Allied player may stack up to four US units (US-controlled Free French are not eligible) in any ONE space in Algeria or Tunisia.

8.11 Forts do not count for stacking purposes.

8.12 Axis and Allied units may never stack together.

8.2 Stacking limits are in effect at all times except during RD and movement, including during retreat movement that occurs as a result of combat resolution (11.283). If any space is overstacked at the end of RD, movement, or retreat, units in excess of the stacking limit are eliminated (divisions are permanently eliminated). The owning player decides.

8.3 Units of different nations controlled by one player may stack together; however, there is usually a higher cost to Activate a space containing units of more than one nationality (7.23).

9.0 MOVEMENT

9.1 Combat units may move when their space is Activated for movement during an Operation or Event. Remove Move markers as each space is Activated for movement.

9.11 All spaces cost one movement point to enter, regardless of terrain type.

9.12 Movement must be between spaces connected by a solid or dotted line. Spaces may not be skipped.

9.13 Dotted lines indicate there are restrictions as to which nationalities or unit types may move or attack across those lines. The restrictions are printed on the map adjacent to the line.

9.14 A unit may never move more than its printed Movement Factors in a single Action Round.

9.15 Infantry units may move through, but not end their movement in, a space with an Attack marker.

9.16 Armor units may move through a space with an Attack marker. Armor units may not create Attack markers when they complete their move, but may attack as part of an already placed Attack marker. If they do this they lose their Move marker and are considered activated for combat instead. Note: This is the only case in which a unit may both move and attack in the same Action Round.

9.17 Units may never enter a space containing an enemy combat unit.

[9.13] In the example above, note that the Maaten Giofer and Jalo spaces are connected by a dotted line. This means that passage between the spaces is restricted. The "Battlegroups Only" text indicates the nature of the restriction.

9.2 Movement and Oasis Spaces

9.21 Neither side may move into or through Oasis spaces until after play of the Long Range Desert Group Event.

9.22 Once the Long Range Desert Group Event has been played battlegroups may move through, stack within, attack into and out of, and trace a Supply Line through Oasis spaces. A Division may never move through, stack within, attack into, or trace a Supply Line through any Oasis space.

9.23 The only unit that may move through or stack within the Deep Desert space in Libya is the LRDG battlegroup. The LRDG may attack out of the Deep Desert space. Axis units may never move through, stack within, attack into or trace a Supply Line through the Deep Desert space.

10.0 UNITS OUTSIDE LIBYA/EGYPT

10.1 Chad

10.11 Only British-controlled Free French battlegroups may stack within the Chad space.

10.2 East Africa

10.21 Only Allied units may move between the Khartoum space inside the East Africa map inset and the Aswan space in Egypt, and vice versa. The units must begin their movement in either the Khartoum or Aswan spaces, and moving to the other space uses up ALL of that unit's Movement Factors for that Action Round. Axis units in Khartoum may not attack the Aswan space, and Axis units in the Aswan space may not attack Khartoum.

10.22 Only Allied units may move or attack between the Aden space and the Berbera space, and vice versa. Axis units in the Berbera space may not attack the Aden space.

10.3 Malta

10.31 Neither Allied nor Axis units may ever stack within the Malta space. Malta begins the game Allied-controlled and remains so unless the Axis play the Herkules Event.

10.32 The Axis player may not attack the Malta space, except by playing the Herkules Event.

10.321 In addition to other requirements the following Axis units must be present in the Sicily Box in order to play the Herkules Event: IT 20th, 80th, and 185th Divisions and the GE Ramcke battlegroup. When the Herkules Event is played, permanently eliminate Axis units in the Sicily Box and place an Axis control marker in the Malta space.

10.322 If the Air Support Combat Card is played to allow play of the Herkules Event, immediately place that Combat Card in the Axis Discard Pile.

10.323 Play of the Malta Victorious Event by the Allied player prevents play of the Herkules Event by the Axis player for the remainder of the game, and vice versa.

10.4 Near East

10.41 Iraqi and Vichy French units begin the game inactive. They may neither move nor attack until released by certain Event cards or Axis control of spaces in the Near East, at which point they become active.

10.42 Iraqi units are released through play of the Iraqi Revolt Event or Axis control of Jerusalem.

10.421 Active Iraqi units may not enter or attack spaces outside of Iraq, or receive the benefits of any Axis combat cards, until the Unternehmen Irak Event has been played. Iraqi units may never enter or attack spaces outside of the Near East.

10.422 Allied units may move, RD and trace supply through spaces in Iraq while Iraqi units are inactive. Allied units may never attack, or stack with, inactive Iraqi units. Activated Iraqi units may be attacked without restriction.

10.43 Vichy French units are released through play of the Iraqi Revolt Event or Axis control of Jerusalem. Allied play of the Exporter or Torch Event also releases Vichy French units.

10.431 Active Vichy French units may not enter or attack spaces outside of Syria, nor receive the benefits of any Axis combat cards, until the Unternehmen Irak Event has been played. Vichy French units may never enter or attack spaces outside of the Near East.

10.432 Allied units may not enter or attack spaces inside of Syria until one of the following is played as an Event: Unternehmen Irak, Exporter, or Torch.

10.44 The Sinai space on the Near East map is considered part of Egypt. EG units may never enter or attack spaces outside of Egypt.

10.5 West Africa

10.51 Units may not move, retreat, or RD into the Casablanca and Oran spaces, nor any space in Algeria or Tunisia, prior to play of the Torch Event.

10.52 When the Torch Event is played, place the units and markers indicated at the back of this rules booklet in their designated location.

10.521 The Allied player may not place attack markers in spaces west of Tripoli during the Action Round that the Torch Event is played.

10.53 All "T" reinforcement cards are also OPS cards. Unlike other reinforcement cards that are also OPS cards, the space(s) where the reinforcements are placed must receive either a Move or Attack marker. The Allied player may not use the OPS of a "T" reinforcement to assign the LRDG to a Mission.

11.0 COMBAT

11.1 Only combat units in a space Activated with an Attack marker may initiate combat. Remove Attack markers as each combat is resolved.

11.11 During combat the Active Player is called the Attacker and the non-active player is called the Defender.

11.12 Each combat can involve only one defending space. Any number of units in adjacent spaces under an Attack marker can combine to participate in the same attack.

11.13 Activated units in a single space do not have to participate in the same combat; they can attack different adjacent spaces.

11.14 Each unit may participate in only one attack per Action Round. A unit's CF cannot be divided between multiple combats.

11.15 Units with a CF of "0" may attack by themselves or with other units. If they attack with other units, they will add nothing to the Combat Strength (11.23) of the attack but they can absorb losses. If they attack by themselves they fire on the 0 column of the Fire Table (11.27).

11.16 Only attacking units participating in a combat may take losses or advance. If there are non-participating units in the attacking space, they are not allowed to take losses or advance.

11.17 Units may attack across dotted lines only if permitted. Attack restrictions are indicated on the map adjacent to each dotted line.

11.18 Units of different nationalities on the same side may attack in the same combat only if one of the attacking spaces contains units of all the involved nationalities. Only one attacking space needs to meet this requirement; other spaces involved in the same attack may contain units from any of the nationalities in the multi-national space.

11.2 Combat Resolution

11.21 Combat Resolution

  1. Designate the Combat
  2. Attempt Flank Attack
  3. Determine Combat Strength
  4. Play Combat Cards
  5. Determine drm
  6. Determine Fire Column
  7. Determine Results
    1. Take Losses
    2. Determine Combat Winner
    3. Defender Retreat
    4. Attacker Advance

11.22 Designate the Combat: The Attacker designates which units are attacking.

11.23 Attempt Flank Attack: The Attacker (if certain requirements are met) may declare a Flank Attack and make a die roll to determine its success (11.33). If attempting a Flank Attack, resolve steps 6 through 7a of the combat procedure sequentially for each player instead of simultaneously.

11.24 Determine the Combat Strength: Each player totals the CF of the units involved in the combat to determine his Combat Strength. The Defender also adds the CF of any fort in the defending space to his Combat Strength. Calculate these sums simultaneously.

11.25 Play Combat Cards: The Attacker may play any number of Combat Cards whose conditions are met by the combat. In addition, the Attacker may elect to use any Combat Cards that are in front of him whose conditions are met by this combat and which have not been used in a previous combat this Action Round. After the Attacker plays and selects all his Combat Cards, the Defender has the opportunity to play and select Combat cards using the same procedure outlined for the Attacker.

11.26 Determine drm: Each player examines his played Combat Cards to determine his final drm for this combat. This step is conducted separately and simultaneously. Note: Both the Attacker and the Defender roll on the Fire Table to resolve combat.

11.261 Any attack or defense by IT units, even when stacked with other Axis nationalities, suffers a -1 drm until play of the Balbo Event.

11.262 Any attack or defense by US units, even when stacked with other Allied nationalities, suffers a -1 drm until play of the Patton Event.

11.263 Allied units attacking Khartoum from the Aswan space, or attacking the Aswan space from Khartoum, suffer a -1 drm.

11.27 Determine Fire Column: Each player determines which Fire Table he will use. If a player's units include one or more divisions (even if reduced), that player fires on the Division Table; otherwise, use the Battlegroup Table. Each player finds his Combat Strength on the appropriate Fire Table, then shifts a number of columns, depending on the Terrain Effects of the defending space and the effects of any cards or other modifiers, to determine his Fire Column. Column shifts are cumulative. They cannot cause the Fire Column to be off the Fire Tables in either direction; the left- and right-most columns are absolute limits, and any excess shifts are ignored. This step is conducted simultaneously unless a Flank Attack (11.3) was attempted.

11.271 If friendly units under an Attack marker do not contain any armor units, and the space they are attacking contains at least one enemy armor unit, shift one column to the left.

11.272 If friendly units under an Attack marker contain at least one armor unit, and the space they are attacking does not contain any enemy armor units, shift one column to the right.

11.273 OOS units shift one column to the left.

11.274 After play of the Rommel Event, the Axis player may select any one space per Action Round with an Attack marker he has placed and declare "Rommel Participating." Shift that attack two columns to the right. Exceptions: The Rommel column shift may not be applied to attack on a fort space, or any Attack marker placed in the Near East or East Africa. After play of the Montgomery Event, the shift is reduced to one column for the rest of the game. After play of the Von Arnim Takes Command Event, the Axis player may not declare "Rommel Participating" for the rest of the game.

11.28 Determine Results: Each player rolls a die, modifies it by his drm, and cross-references the modified result with his Fire Column to determine the Loss Number inflicted on his opponent. A die roll can never be modified to less than one or more than six; treat any modified roll below one as a one and any modified roll greater than six as a six. Roll the dice and determine Loss Numbers simultaneously unless a Flank Attack was attempted.

11.281 Take Losses: Each player must now apply the combat losses required by his opponent's result. If the combat was not a Flank Attack, the Defender must assign losses before the Attacker, but the losses do not affect the Loss Number achieved.

11.282 Determine Combat Winner: The player who inflicts the higher Loss Number wins the combat and is allowed to keep any played Combat Cards (7.611). If both players' Loss Numbers are the same, both players are considered to have lost and both must discard any played Combat Cards.

11.283 Defender Retreat: If the Attacker wins the combat all surviving defending units must retreat. The Defender may have the option to cancel the retreat by taking an additional step loss (11.53, 11.54).

11.284 Attacker Advance: If the Defender retreated (11.5), was overrun (11.47), or was completely eliminated, the Attacker has the option to advance with any remaining units (11.6).

11.3 Flank Attacks

11.31 The Attacker may attempt a Flank Attack if all the following apply:

  • Two or more units are attacking, AND
  • at least one armor unit is attacking, AND
  • the defending space is not a Fort, Marsh, or Mountain.

11.32 Each attacking space in addition to the first provides a +1 drm to the Flank Attack attempt die roll.

11.33 The attacking player rolls one die to determine the success of the Flank Attack attempt. If the modified die roll is four or higher, the Flank Attack succeeds. If the modified die roll is three or lower, the Flank Attack attempt fails.

11.34 If a Flank Attack was attempted, the combat resolution sequence is performed sequentially instead of simultaneously.

11.341 If the Flank Attack attempt was successful, the Defender must take any losses inflicted by the Attacker before determining his Fire Column and rolling on the Fire Table.

11.342 If the Flank Attack attempt was a failure, the Attacker must take any losses inflicted by the Defender before determining his Fire Column and rolling on the Fire Table.

[11.3] In the example above, the Axis player activates the two German units in the Misurata space. He announces he will be attempting a Flank Attack against the British unit in the Buerat space. He then makes a die roll. If he rolls a "1," "2," or "3" the attempt fails, but if he rolls a "4," "5," or "6" the attempt succeeds. Had the Axis player also Activated the German unit in the Tarhuna space his Flank Attack die roll would have received a +1 drm per rule 11.32.

11.4 Taking Losses

11.41 The result of each player's die roll on the Fire Table is his opponent's Loss Number.

11.42 Losses are taken by reducing or eliminating combat units. A Loss Number is compared with the affected unit's Loss Factor.

If the Loss Number is less than the Loss Factor of every unit, the Loss Number is only used to determine victory and retreat. The affected units do not suffer any other adverse consequences.

If the Loss Number is equal to or greater than the Loss Factor of one or more of the affected units, then the points of that Loss Number must be satisfied by taking a step loss, i.e., flipping a unit over to its reduced side. A reduced division is replaced with a battlegroup from the player's Reserve Box (must be full strength if available). A reduced battlegroup is eliminated.

11.421 Eliminated divisions and battlegroups are placed in the player's Replacement Box. Exceptions: 11.471, 11.473, 11.56, and 13.81.

11.43 Each player must fulfill as much of their Loss Number as possible without taking more losses than their Loss Number. The player may not take fewer losses than required if it is possible to take the exact Loss Number, but the player never takes more losses than the Loss Number.

11.44 A reduced strength division that is eliminated is replaced immediately in its current space by a full strength battlegroup of the same nationality and type (armor or infantry) from the Reserve Box, if such a battlegroup is available. If no such battlegroup is available, substitute a reduced strength battlegroup of the same nationality/type from the Reserve Box instead. If neither is available, permanently eliminate the division — it may not be rebuilt using RP during the Replacement Phase. Any battlegroup placed by this rule is eligible to be taken as a step loss and must be considered if any Loss Number remains unfulfilled.

11.441 If a battlegroup is available, this replacement must occur. It is not an option.

11.442 Due to the different nationalities within the British-controlled Allied forces, there are restrictions on which battlegroups can replace divisions. BR divisions may only be replaced by BR battlegroups. IND divisions may only be replaced by IND or BR battlegroups. AUS divisions may only be replaced by AUS battlegroups. SA units may only be replaced by SA battlegroups. The NZ division may only be replaced by the NZ battlegroup.

11.443 Allied Minor Nation battlegroups may not be used to replace any Allied divisions.

11.444 The supply status of the eliminated division has no effect on this replacement procedure.

11.45 Free French divisions that enter play as a result of the Corps Franc D'Afrique Event may only be replaced by US-controlled FF battlegroups.

11.46 Forts are never affected by the results of a combat.

11.47 If the Attacker rolls a boldfaced result on the Division Fire Table AND inflicts a greater number of Loss Factors on the Defender than the Defender inflicts on the Attacker, an overrun results. When an overrun occurs the Defender must pick up his surviving units and, instead of retreating, he must relocate those units as follows:

  • An overrun Allied defender may relocate to any of the following locations (his choice): Alexandria, Cairo, or the nearest available friendly Supply Source.
  • An overrun Axis defender may relocate to any of the following locations (his choice): El Agheila, Tarhuna, or the nearest available friendly Supply Source.

11.471 Overrun divisions unable to trace a friendly-controlled overland movement path to the relocation space are permanently eliminated instead. If relocation is possible, the defending player may voluntarily eliminate a unit, placing it in his Replacement Box, rather than relocating it to a space on the map. If all relocation spaces are fully stacked, or if the only relocation space is the defending space, the units are eliminated instead. Divisions eliminated for failure to relocate are permanently eliminated and may not be rebuilt using RP during the Replacement Phase. Battlegroups eliminated in this manner are, however, fully replaceable. Divisions removed from taking combat losses must still trace a path or they are permanently eliminated.

11.472 An overrun may not occur in Fort, Marsh, and Mountain spaces.

11.473 IT infantry divisions that suffer an overrun anytime after play of the Poor Morale Event are permanently eliminated unless stacked with at least one GE unit at the time of the overrun.

11.474 If Combat Resolution results in an overrun after a successful Flank Attack (11.33) apply losses to the defender. Surviving defending units may then fire per rule 11.341 before being relocated per 11.471.

11.5 Retreats

11.51 If the Attacker wins the combat all defending units that survived the combat must retreat, regardless of the number of steps actually removed by each side.

11.52 The number of spaces retreated depends upon the difference in the Attacker and Defender Loss Numbers. If the difference is one, the Defender must retreat one space. Otherwise, the Defender must retreat two spaces. If the Defender is overrun, the action of relocating (11.47) is considered a form of retreat, and fulfills a two space retreat requirement.

11.53 Defending units in Marsh or Mountain spaces may choose not to retreat by taking one additional step loss. This is not just an increase in the Loss Number. The step loss may be taken from any defending unit. This additional loss cancels the retreat, regardless of the number of retreat spaces required, provided at least one defending step remains after all losses have been applied.

11.54 Units defending in the Berbera space in East Africa may choose not to retreat as if they were defending in a Marsh or Mountain space, per 11.53, if attacked solely from the Aden space.

11.55 Units that retreat:

  • May not enter a space containing an enemy unit
  • May retreat through a space in violation of stacking limits, but may not end their retreat overstacked
  • Must retreat into friendly-controlled spaces if possible; if not possible they may retreat into empty enemy-controlled spaces (they do not gain control of enemy-controlled spaces they retreat through; they do gain control of enemy-controlled spaces they end their retreat in)
  • Must end their retreat in supply if possible (Note: this takes priority over the previous requirement)
  • May not retreat back to the original defending space
  • May end their retreat adjacent to the original defending space if retreating two spaces so long as the units entered two spaces during the retreat
  • May retreat to different spaces when more than one unit is retreating
  • May not retreat into spaces which the unit could not legally move into; if forced to do so, eliminate the unit instead.

11.551 Units that retreat two spaces because of play of the Disengage Combat Card may not end their retreat next to the original defending space.

11.56 Units that can neither perform a required retreat, nor ignore the retreat by taking an extra step loss, are eliminated instead. Divisions eliminated for failure to retreat are permanently eliminated and may not be rebuilt using RP during the Replacement Phase. Battlegroups eliminated in this manner are, however, fully replaceable. This does not impact Divisions removed by taking combat losses.

11.57 If defending units retreat into a space that is attacked later in the same Action Round, they do not add their CF to the Combat. In addition, if a Loss Number of at least one is inflicted by the Attacker, immediately eliminate the already retreated units (place them in the player's Replacement Box). They do not count towards fulfilling the Loss Number.

11.58 Attacking units never retreat.

11.59 Retreating from a space does not cause control of that space to change to the other side, unless the attack advances into the vacated space (11.67).

11.6 Advance After Combat

11.61 If the defending units retreated, were overrun, or were completely eliminated, any surviving attacking units may advance.

11.62 If the defending units retreated one space, the advancing units may only enter the space vacated by the Defender. Exception: Armor units may advance one space in ANY direction.

11.63 If the defending units retreated two spaces, advancing infantry units may advance into any spaces that the retreating units vacated. Advancing armor units may advance up to two spaces, and may ignore the path taken by the retreating units. Advancing armor units may not end their advance in a space with an Attack marker.

11.64 If the defending space was overrun, or if all defending units were eliminated, any surviving attacking units may advance to the limit of their printed Movement Factor, subject to 11.65 and 11.66. Advancing infantry units must still enter the space vacated by the Defender.

11.65 Advancing units must stop upon entering a Marsh or Mountain space. Allied units advancing from Khartoum to the Aswan space, or from the Aswan space to Khartoum, must immediately stop.

11.66 Advancing units may not enter a space containing enemy units.

11.67 Advancing units gain control of any space they enter.

11.68 Defending units never advance.

11.7 The Long Range Desert Group (LRDG)

11.71 The LRDG battlegroup enters play when the Long Range Desert Group Event is played.

11.72 Once per turn, when he declares an OPS Action Round, the Allied player may Activate the LRDG unit and, instead of conducting Movement or Combat with that OPS point, assign the LRDG to one of two Missions: Intelligence Gathering or a Raid. The LRDG must be in an Oasis space in order to perform the Intelligence Gathering Mission. It must be on the map to perform the Raid Mission.

11.721 If the Allied player uses an OPS point to perform a Mission, place the Action Round marker in the "LRDG" space on the Action Round Chart (even if other OPS are used to place Move/Attack markers). After declaring the Mission, the Allied player rolls one die and consults the appropriate column of the Long Range Desert Group Table on the Player Aid Card.

11.73 If the LRDG performs an Intelligence Gathering Mission:

  • The Allied player makes a die roll and compares the result to the "Gather Intelligence" portion of the Long Range Desert Group Table on the Player Aid Card
  • The Axis player shuffles his hand and passes, sight unseen, that number of cards to the Allied player
  • The Allied player examines the cards, then returns them to the Axis player
  • The Axis player shuffles his hand without examining the cards just returned to him

The Intelligence Gathering Mission may not be performed if the Mersa Matruh space is Axis-controlled.

11.74 If the LRDG performs a Raid Mission, the Allied player makes a die roll and compares the result with the "Raid" portion of the Long Range Desert Group Table on the Player Aid Card. If he rolls a "6" he may select one card at random from the Axis player's hand, examine it, and place it face down in the Discard Pile. Otherwise there is no effect except that the LRDG may suffer losses.

11.741 The Allied player need not spend an OPS to perform a Raid Mission if every VP space in Libya is Allied-controlled.

11.75 If the LRDG is eliminated while performing a Raid Mission, place it in the Allied Replacement Box.

11.76 If the Mersa Matruh space becomes Axis-controlled and the LRDG occupies any space in Libya, immediately remove it from that space and place it in the Cairo space. If placement in Cairo is not possible, the LRDG is eliminated instead.

12.0 REDEPLOYMENT

12.1 Redeployment (RD) is used to move units long distance through friendly-controlled territory or to/from the Reserve Box.

12.2 Each RD point will move one full or reduced strength battlegroup. It takes three RD points to move one full or reduced strength division.

12.3 No unit may RD more than once in each Action Round. A unit may RD each time a player plays an RD card.

12.4 RD Points may be split up among different nationalities and spaces as the player sees fit.

12.5 Units must be in supply to RD.

12.6 Units may RD by land from their space to any other friendly-controlled, supplied space. The route between the two spaces may only enter friendly-controlled spaces, and must be along solid or eligible dotted lines. Exception: The LRDG may RD between the Deep Desert space and the Cairo space without tracing a path of friendly-controlled spaces. Spaces traversed may be adjacent to enemy units or forts.

12.61 Allied units may RD between the Aswan and Khartoum spaces but must immediately stop after entering or exiting the East Africa map.

12.7 Units may also RD by sea from one friendly-controlled port space to another friendly-controlled port space. Units that RD by sea must start and end in friendly-controlled port spaces.

12.71 The Axis player may use friendly-controlled port spaces in Libya, Egypt, as well as the Sicily Box, to RD by sea. After play of the Torch Event, Tunis and Bizerte are considered friendly-controlled ports for the Axis player, unless control of these ports passes to the Allies. In such a case, these ports cannot be used by either the Axis or the Allies for RD.

12.72 The Allied player may use any friendly-controlled port space for sea movement, except Tunis and Bizerte. After play of the Torch Event Casablanca, Oran, and Algiers are considered friendly-controlled ports for the Allied player, unless control of these ports passes to the Axis. In such a case, these ports cannot be used by either the Axis or the Allies for RD.

12.73 Units may not RD to the Malta space.

12.8 Units may RD out of the Reserve Box into any space containing either a friendly-controlled Supply Source or a supplied unit of the same nationality, within stacking limits. Allied Minor Nation battlegroups (British-controlled FF, GK and POL) are considered "British" for purposes of this rule. Exceptions: VF battlegroups in the Reserve Box may not RD to spaces outside of Syria. IR battlegroups in the Reserve Box may not RD to spaces outside Iraq. EG battlegroups in the Reserve Box may not RD to non-VP spaces in Egypt. The LRDG battlegroup may always RD to the Deep Desert space from either the Cairo space or the Allied Reserve Box.

12.81 The LRDG may RD like any other battlegroup. In addition, the LRDG is the only unit that may RD to or from the Deep Desert space.

12.82 When performing RD from the Reserve Box to a friendly-occupied, supplied space, it is not necessary to trace a route along solid or dotted lines.

12.83 After play of the Unternehmen Irak Event one GE infantry battlegroup per game turn may RD out of the Reserve Box to any space in the Near East containing a VF or IR battlegroup or the German 5th Mountain Division.

12.84 Battlegroups may RD from the map to the Reserve Box. Exception: IT battlegroups in East Africa may not RD to the Axis Reserve Box.

13.0 SUPPLY

13.1 Supply Determination

13.11 Units must be in supply to perform most actions. Supply is determined:

  • at the instant of activation for movement, combat, RD, or using RP
  • during combat for the Defender
  • during the Attrition Phase for each side

13.2 Allied Supply Sources

13.21 The Supply Sources for Allied units are Port Said and Suez.

13.22 After play of the Ethiopian Campaign Event Allied units in East Africa that can trace supply (13.51) are in Full Supply. If unable to trace supply they are OOS.

13.23 After play of the Exporter Event Allied units in the Near East that can trace supply (13.51) are in Full Supply. If unable to trace supply they are OOS.

13.24 After play of the Torch Event, Casablanca and Oran become Supply Sources for Allied units.

13.421 After play of the Vulcan Event Allied units in Algeria and Tunisia that can trace supply (13.51) are in Full Supply. If unable to trace supply they are OOS.

13.25 If Tripoli is Allied-controlled, it becomes an Allied Supply Source. If Benghazi and/or Tobruk are Allied-controlled at any time after play of the Montgomery Event, those spaces become an Allied Supply Source for purposes of activating "British" units (see 7.23).

13.3 Axis Supply Sources

13.31 The Supply Source for Axis units is the Tripoli space.

13.32 After play of the Torch Event, Tunis becomes a Supply Source for Axis units.

13.33 After play of the Unternehmen Irak Event, Beirut and Baghdad become Supply Sources for German and Italian units.

13.34 If Alexandria is Axis-controlled, it becomes an Axis Supply Source.

13.35 The Supply Source for VF units is Beirut.

13.36 The Supply Source for IR units is Baghdad.

13.4 Special Supply Sources

13.41 The Chad space is a Supply Source for British-controlled Free French units.

13.42 The Deep Desert space is a Supply Source for the Long Range Desert Group.

13.43 The Addis Ababa space in East Africa is a supply source for IT units. If for any reason an IT unit in East Africa cannot trace supply to Addis Ababa, and that unit occupies either the Massawa space or a Mountain space, that unit is in Limited Supply. These spaces are considered in Limited Supply and do not automatically convert at the end of the turn.

13.44 Axis-controlled VP spaces in Egypt are supply sources for EG units.

13.5 Tracing Supply

13.51 To be in supply, units must trace supply through any number of friendly-controlled spaces to a Supply Source. Supply must be traced across solid or dotted lines that the tracing unit could move across.

13.52 Units may not trace supply through Oasis spaces until play of the Long Range Desert Group Event. Battlegroups may trace supply through Oasis spaces once the Long Range Desert Group Event has been played. Divisions may never trace supply through Oasis spaces.

13.53 Units may not trace supply through an enemy-controlled space, whether the space is enemy-occupied or not.

13.54 Units may trace supply to a friendly-controlled port space, and then directly to a Supply Source. Exceptions: The port of Mersa Matruh may not be used to trace supply by either side. The port of Benghazi may not be used to trace supply except by Allied units after the Montgomery Event (13.25). Axis units may not use Basra's port to trace supply to another Axis-controlled port. Units may also trace supply to a friendly-controlled port space, and then overland to a Supply Source. No more than two ports may be involved in tracing a Supply Line.

13.55 Units unable to trace supply are Out of Supply (OOS).

13.6 Supply Status

13.61 Supply Status is measured by the distance a unit is from a friendly Supply Source.

Units that are up to three spaces (via solid or dotted connections) from a friendly Supply Source are in Full Supply.

Units that are more than three spaces from a friendly Supply Source or that trace supply via a friendly-controlled port or ports are in Limited Supply.

13.611 Units in Limited Supply cost one OPS per unit to Activate for Combat (not for Movement). This cost replaces any other cost (as for mixed nationalities). The full cost to Activate the space must be paid, or Activation may not occur.

13.62 Supply Status can change from Limited to Full Supply by play of certain Event cards.

13.621 Allied units in East Africa that are in-supply are in Limited Supply until play of the Ethiopian Campaign Event.

13.622 Allied units in the Near East that are in-supply, even those within three spaces of Port Said, are in Limited Supply until the play of the Exporter Event.

13.623 Allied units in Algeria and Tunisia that are in-supply, even those within three spaces of a Supply Source, are in Limited Supply until play of the Vulcan Event.

13.7 Out of Supply Penalties

13.71 Units that are OOS cost 1 OPS per unit, not per space to Activate for both Movement and Combat.

13.72 OOS units may not use RD.

13.73 OOS units receive a one column shift to the left in combat (11.273) and may not receive the benefits of any Combat Cards.

13.8 Attrition

13.81 Eliminate units that are OOS during the Attrition Phase. Simultaneously remove both players' OOS units. The elimination of an OOS enemy unit cannot open a supply line for any friendly OOS units. OOS divisions that are eliminated are permanently removed from the game and may not be recreated with RP during the Replacement Phase.

13.82 During the Attrition Phase, any friendly-controlled space which, if it were a friendly combat unit, would be eliminated for being OOS, becomes enemy-controlled.

13.9 Captured Supply

13.91 Whenever Axis units capture Benghazi, the Axis player may immediately flip any one reduced strength unit (division or battlegroup) in Libya to its unreduced side.

13.92 Whenever Axis units capture Tobruk, the Axis player may immediately flip any two reduced strength units (divisions and/or battlegroups) in Libya to their unreduced sides.

13.93 There is no limit to the number of times the Axis may capture supply as described in rules 13.91 and 13.92.

14.0 FORTS

14.1 Forts add their CF to the combat strength of friendly units defending in their space.

14.2 Forts may not add their CF to the combat strength of units attacking out of that fort.

14.3 Units in a Fort space may not be the subject of a Flank Attack, nor may a Fort space suffer an overrun result during combat resolution.

14.4 Forts can never be destroyed.

15.0 REPLACEMENTS

15.1 During the Replacement Phase, each nation may spend the number of Replacement Points (RP) recorded on the General Records Track by that nation's RP marker. Replacement Points may not accumulate from turn to turn. Any Replacement Points not spent are lost.

15.11 Italian (IT) RP may only be spent on Italian units. Italian units that have been permanently eliminated under 11.473 may not be rebuilt.

15.12 German (GE) RP may be spent on German units. German RP may be spent on IR units after play of the Iraqi Revolt Event. German RP may be spent on VF units after play of either the Exporter or Unternehmen Irak events. German RP may be spent on EG units after play of the Egyptian Uprising Event.

15.13 British (BR) RP may only be spent on British units. They may not be spent on Commonwealth (CW) units, nor may Commonwealth RP be spent on British units.

15.14 Commonwealth (CW) RP may only be spent on Australian, Indian, New Zealand, and South African units.

15.15 Allied (A) RP may only be spent on Allied Minor Nation battlegroups (British-controlled Free French, Greek, and Polish). In addition, these units may only be replaced using Allied RP.

15.16 US RP may only be spent on US and US-controlled Free French units.

15.2 When the Massawa space on the East Africa map is Allied-controlled, all Allied RP cards produce one additional BR RP, in addition to any BR RP listed on the card.

15.3 It costs 1/2 RP to replace a battlegroup step. It costs 1 RP to replace a division step. An eliminated unit may be replaced to full strength in a single Replacement Phase.

15.4 Re-creating Units

Only units in the Replacement Box may be re-created. Permanently eliminated units may never return to play.

An eliminated division may be re-created at full strength in a single Replacement Phase by paying for two steps.

15.41 Place re-created divisions as if they were a reinforcing division (7.532).

15.411 The Italian GDS and AFR divisions may only be re-created in the Addis Ababa space.

15.412 The German 5th Mountain Division may only be re-created in Beirut.

15.413 The German 90th Division may be re-created in Tripoli or Tunis.

15.414 After the play of the Torch Event the Allied player may re-create non-Torch units in any Torch Supply Source (13.24) and any Torch Event unit in any non-Torch Supply Source (including Free French divisions that enter play through the Corps Franc de Afrique Event).

15.42 Place re-created battlegroups in the player's Reserve Box.

15.421 The British LRDG battlegroup may be re-created in the Deep Desert space, instead of the Allied Reserve Box.

15.422 British-controlled FF battlegroups may be re-created in the Chad space, instead of the Allied Reserve Box.

15.43 Some units may never take replacements. These are marked with a black dot on the right hand side of the unit counter.

16.0 DETERMINING VICTORY

Victory is determined by the position of the Victory Point marker on the General Records Track (4.12). The Victory Point marker changes position in one of four ways:

  • When control of a Victory Point space changes
  • When the Axis player controls, or has units adjacent to, the El Alamein space during any Victory Determination Phase (5.41)
  • When the Axis player controls any space on the East Africa map during any Victory Determination Phase beginning with the Fall 1941 turn (5.41)
  • Through the play of certain Strategy Cards

When the Axis player gains a Victory Point immediately increase the VP level on the General Records Track by one. When the Allied player gains a Victory Point immediately decrease the VP level on the General Records Track by one.

16.1 The Campaign Game ends:

  • If either player achieves an Automatic Victory
  • During the Victory Determination Phase of the Spring 1943 Turn

16.2 Automatic Victory (Axis): The Axis player wins an Automatic Victory if the VP total is 14 or greater during the Victory Determination Phase of any turn. He also wins an Automatic Victory if, during any Victory Determination Phase, he controls both Port Said and Suez.

16.3 Automatic Victory (Allied): The Allied player wins an Automatic Victory if the VP total is 3 or less during the Victory Determination Phase of any turn. He also wins an Automatic Victory if, during any Victory Determination Phase before the play of the Torch Event, he controls Tripoli. After play of the Torch Event he wins an Automatic Victory if, during any Victory Determination Phase, he controls Tunis and Tripoli and the Axis do not control Alexandria.

16.4 If neither player wins an Automatic Victory by the Spring 1943 Turn, the VP total determines the winner:

  • Axis Victory: 5 or more VP
  • Allied Victory: 4 or fewer VP

16.5 The following are Victory Point Spaces, listed by the side controlling them at the beginning of the campaign game:

AlliedAxis
AlexandriaBizerte
CairoTunis
Port SaidGabes
SuezTripoli
Mersa MatruhEl Agheila
JerusalemBenghazi
BaghdadTobruk
MosulBardia
BasraBeirut
KhartoumAddis Ababa
Berbera
Nairobi

16.6 It is possible for Victory Points to be greater than 14, or less than 0. If this occurs players may keep the Victory Point marker in the "14" or "0" box on the General Records Track and stack control markers on top of the Victory Point marker as a way of recording these excess points. Use Axis control markers if the Victory Point marker is in the "14" box, and use Allied control markers if the Victory Point marker is in the "0" box.

17.0 CAMPAIGN GAME SETUP

Note: A unit listed in parentheses begins the scenario at reduced strength; set it up on its reduced side. All divisions and battlegroups are infantry unless otherwise indicated.

ALLIED SETUP

Note: All Allied battlegroups are British unless otherwise indicated.

Allied Reserve Box

  • 2 armor battlegroups
  • 2 IND battlegroups
  • 2 British-controlled FF battlegroups
  • 1 POL battlegroup

Egypt

  • Mersa Matruh: (4th IND Division)
  • Bir el Kenaysis: (7th Armored Division)*
  • Cairo: 1 battlegroup
  • Alexandria: 1 battlegroup
  • Suez: 1 battlegroup
  • Port Said: 1 battlegroup
  • Halfaya: 1 battlegroup

* Use the 3-3-5 counter, and place the division so that the reduced 2-3-5 side is face up.

East Africa Map

  • Kassala: (1 battlegroup)
  • Gallabat: (1 battlegroup)
  • Marsabit: (1 battlegroup)
  • Moyale: (1 battlegroup)
  • Nairobi: (1 SA battlegroup)
  • Berbera: (1 battlegroup)
  • South Africa: 1 SA battlegroup

Near East Map

  • Jerusalem: 1 battlegroup
  • Habbaniyah: (1 battlegroup)
  • Basra: (1 IND battlegroup)
  • Chad: 1 British-controlled FF battlegroup

AXIS SETUP

Note: All Axis units are Italian in the Campaign Game setup.

Axis Reserve Box

  • 1 armor battlegroup

Libya

  • Tripoli: 17th and 27th Divisions
  • Buerat: 1BS and 2BS Divisions
  • Tobruk: 61st and 64th Divisions
  • Bardia: 62nd and 63rd Divisions, 1 armor battlegroup
  • Sidi Azeiz: 1LIB, 2LIB, and 4BS Divisions

East Africa Map

  • Addis Ababa: GDS Division
  • Harar: 2 battlegroups
  • Keren: 2 battlegroups
  • Kismayu: 1 battlegroup
  • Mega: 1 battlegroup
  • Ghimbi: 1 battlegroup
  • Gondar: 1 battlegroup

NEUTRAL SETUP

Near East Map

  • Beirut: 1 VF armor battlegroup, 2 VF battlegroups
  • Palmyra: 2 VF battlegroups
  • Sidon: 2 VF battlegroups
  • Aleppo: 1 VF battlegroup
  • Damascus: 1 VF battlegroup
  • Hanssetche: 1 VF battlegroup

Near East Map

  • Baghdad: 2 IR battlegroups
  • Kirkuk: 1 IR battlegroup
  • Samawah: 1 IR battlegroup

18.0 OPERATION SONNENBLUME SCENARIO

This scenario begins with the Turn marker in the "Spring 1941" space of the Turn Record Track and continues until the Victory Determination Phase of the Spring 1942 turn.

ALLIED SETUP

Note: All Allied battlegroups are British unless otherwise indicated.

Allied Reserve Box

  • 2 armor battlegroups
  • 1 battlegroup
  • 3 IND battlegroups
  • 1 British-controlled FF battlegroup
  • 2 AUS battlegroups
  • 1 NZ battlegroup
  • 1 POL battlegroup

Egypt/Libya

  • Agedabia: 2nd Armored Division
  • Benghazi: 1 AUS battlegroup
  • Mechili: 1 IND battlegroup
  • Gazala: 9th AUS Division
  • Tobruk: 1 armor battlegroup
  • Bardia: 1 battlegroup
  • Halfaya: 1 battlegroup
  • Alexandria: 6th AUS Division, 7th AUS Division, 2nd NZ Division
  • Port Said: 1 battlegroup
  • Suez: 1 battlegroup

East Africa Map

  • Kassala: 4th IND Division, 5th IND Division, 1 battlegroup
  • Gallabat: 1 battlegroup
  • Mega: 1 battlegroup
  • Neghelli: 1 battlegroup
  • Kismayu: 1 SA battlegroup
  • Jijiga: 1 battlegroup, 1 SA battlegroup

Near East Map

  • Jerusalem: 1 battlegroup, 1 British-controlled FF battlegroup
  • Habbaniyah: (1 battlegroup)
  • Basra: 1 IND battlegroup
  • India: 10th IND Division

Allied Replacement Box: 7th Armored Division.

Permanently Eliminated Allied units: none.

Allied Control markers in: Agedabia, Msus, Charruba, Benghazi, Cyrene, Mechili, Tengeder, Southern Flank, Sidi Mufta, Gazala, Derna, Tobruk, El Adem, Bir el Gubi, Gambut, Sidi Azeiz, Sidi Omar, Bardia, Mega, Neghelli, Lugh, Kismayu, Mogadishu, Belet Uen, Obbia, Galladi, Jijiga.

AXIS SETUP

Note: All Axis battlegroups are Italian unless otherwise indicated. The word "panzer" is used in place of "armored" for German armored divisions.

Axis Reserve Box

  • 1 GE armor battlegroup
  • 2 GE battlegroups
  • 1 armor battlegroup
  • 1 battlegroup

Egypt/Libya

  • Tripoli: 132nd Armored Division, 102nd Division
  • Tarhuna: 25th Division
  • Buerat: (17th Division)
  • Giof el Matar: 21st Panzer Division
  • El Agheila: 1 GE armor battlegroup, 27th Division

East Africa Map

  • Keren: (AFR Division)
  • Gondar: 1 battlegroup
  • Ghimbi: 1 battlegroup
  • Addis Ababa: 1 battlegroup
  • Amba Alagi: (GDS Division), 1 battlegroup

Axis Replacement Box: 60th Division, 1 armor battlegroup, 3 battlegroups

Permanently Eliminated Axis units: 1 LIB, 2 LIB, 1 BS, 2 BS, 4 BS, 61st, 62nd, 63rd, and 64th Divisions.

Axis Control markers in: none.

NEUTRAL SETUP

Near East Map

Identical to Campaign Game

18.1 Cards Permanently Removed

  • Allied: 2, 3, 5, 6, 7, 9, 13, 18, 29, 31
  • Axis: 2, 3, 7, 10, 13, 16, 18, 33

18.2 Turn Record Track Event Markers

  • Turn 1: Poor Morale
  • Turn 2: Invasion of Greece, Taranto Raid – 1 VP, Compass
  • Turn 3: Rommel, Med. Fleet – 1 VP

18.3 Special Scenario Rules

The VP marker begins in the "5" space of the General Records Track. The following cards begin the scenario already in the Discard Pile: Italian Fleet (Axis); Mediterranean Fleet (Allied).

Both players shuffle their available 1940 and 1941 decks together and draw an eight-card hand. The Axis player may elect to begin the scenario with the Balkans Campaign Event card in his hand, in addition to seven other cards. The Allied player may elect to begin the scenario with card #30 Commonwealth Reinforcements, in his hand, in addition to seven other cards. It is suggested, but not required, that players also use optional rule 19.42.

18.4 Scenario Victory Conditions

If neither player wins an Automatic Victory by the Spring 1942 Turn, the VP total determines the winner:

  • Axis Victory: 7 or more VP
  • Allied Victory: 6 or fewer VP

Note: If both players agree they may simply continue playing beyond the Spring 1942 turn and use the Campaign Game victory conditions.

19.0 OPTIONAL RULES

19.1 Alternate Units

19.11 5th Mountain Division

If both players agree place the non-replaceable 5th Mountain Division in the Near East when the Unternehmen Irak Event is played.

19.12 999th Division

If the Torch Event has previously been played the Axis player may place the German 999th Division, reduced, in Tunis before the first Axis Action Round of the Winter 1943 turn. If the Torch Event is played during the Winter 1943 turn, the Axis player may place the German 999th Division, reduced, in Tunis before the first Axis Action Round of the Spring 1943 turn.

19.13 British 6th Division

If the Crusader Event has not been previously played the Allied player may place the British 6th Division, full strength, in Alexandria or Port Said before the first Allied Action Round of the Fall 1941 turn. If Tobruk is Allied-controlled but unable to trace an overland supply line back to an Allied supply source the 6th Division may replace another Allied Division in Tobruk. This division must be a full strength Australian division if available; Commonwealth otherwise. The division that the 6th Division replaces is picked up and moved, at no cost, to either Alexandria or Port Said (Allied choice).

19.2 Alternate Leaders

19.21 Historical Rommel

The Axis player may not declare "Rommel Participating" in 1941 if the attack does not include any German units.

19.22 Historical Balbo

The Balbo Event may only be played during the Summer 1940 turn. The Event does not cancel the Italian -1 drm in East Africa.

19.3 Alternate Malta

Play of either Herkules or Malta Victorious does not produce Victory Points for either side. The other benefits and penalties of each Event remain the same.

19.4 Alternate Card Draws

19.41 Optional Axis Card Draw

During the Winter 1941 Draw Strategy Card Phase the Axis player may elect to add any one 1940 or 1941 card to his hand before shuffling and drawing the remainder of his cards. During the Winter 1942 Draw Strategy Card Phase the Axis player may elect to add any one card to his hand before shuffling and drawing the remainder of his cards. Ignore rule 7.74 if using this option. The maximum number of cards, including the one card, remains eight for 1941 and nine for 1942.

19.42 Optional Allied Card Draw

During the Winter 1941 Draw Strategy Card Phase of the campaign game the Allied player may elect to add the Barbarossa card to his hand before shuffling and drawing the remainder of his cards. If playing the Operation Sonnenblume scenario the Allied player may elect to draw the Barbarossa card as part of his opening hand. He may not play the Barbarossa Event until the Summer 1941 turn. The maximum number of cards remains eight for 1941.

19.5 Corseting

If a reduced-strength IT Infantry Division is eliminated it may be replaced by either an IT or GE infantry battlegroup from the player's Reserve Box (Axis choice).

19.6 Alternate Vichy French

The fort spaces in Vichy Syria are treated as mountain spaces, not fort spaces, if an Allied division is attacking them.

EXAMPLE OF PLAY

It is the Axis player's Action Round. He selects a card from his hand and decides to play Radio Intercepts. This is a useful card because it allows the Axis player to play the card as an Event and for Operations (OPS) simultaneously. He decides to use the card in this manner rather than, for example, playing the card for either its Replacement Point (RP) or Redeployment (RD) value. Since it is the first Action Round of the turn he places the "1 Axis" marker in the "Other Event" box on the Axis Action Round Chart.

The Radio Intercepts card has an OPS value of three. He decides he wishes to attack with units in the El Agheila space. The activation cost of the El Agheila space is two OPS because there are both German and Italian units in that space (a multi-national space – see 7.23 and 7.24). Had there been only German or Italian units in that space the activation cost would have been one OPS because El Agheila is in Full Supply (within three spaces of an Axis Supply Source – Tripoli, not pictured). The Axis player places an Attack marker on the El Agheila space to signify it has been activated for combat. He then uses the last OPS to place an Attack marker on the German unit in the Giof el Matar space.

In normal circumstances a player must chance a die roll if he wishes to gain the benefits of a Flank Attack, but the Radio Intercepts Event allows the Axis player to forgo the die roll – the attempt is automatically successful. Typically combat is considered simultaneous but the unique nature of the Flank Attack allows the Attacker to fire first, and the Defender must apply any losses before firing back at the Attacker. The three Axis units participating in the attack have a combined strength of eight, so the Axis player makes a die roll and consults the 6-8 column of the Division Fire Table (since at least one division is participating in the attack). Since there is an Italian unit participating in the attack and the Axis player has not played the Balbo event, the Axis attack will receive a -1 drm. He rolls a three which is modified down to a two. The attack has inflicted a loss number of three on the Allied unit in the Agedabia space. The Allied player flips the 2nd Armored Division to its reduced side, absorbing two losses. There is no further damage because it takes two losses to inflict a step reduction on the reduced 2nd Armored Division. The remaining loss, in this case, is ignored.

The Allied unit participating in the combat has a CF of two (because it was just flipped to its reduced side), so the Allied player now makes a die roll and consults the "2" column of the Division Fire Table. He rolls a three – a Loss Number of two. The 21st Panzer Division requires three losses to inflict a step reduction, so it may not be chosen to absorb the losses. The Axis player could reduce either the Italian 27th Division, or the German armor battlegroup, because each has a Loss Factor of two. The Axis player chooses the Italian Division and flips it to its reduced side. The Axis have won the combat – because they inflicted more losses on the allies three to two – than the Allies inflicted on the Axis. Since the Loss Number's difference is one, the defending Allied unit must now retreat one space. The 27th Infantry Division, if it chooses to advance, must move into the space vacated by the Defender. The 21st Panzer Division and the German armor battlegroup, if they choose to advance, may move into ANY adjacent space.

Now suppose the Axis player has made the exact same attack as before but, since the Rommel Event has been played, he announces that this will be the one attack per Action Round in which he will declare "Rommel Participating" (see 11.274). This gives the Axis attack a two-column shift to the right, from the "6-8" column to the "12-14" column. The Axis player rolls a five modified down to four due to the -1 drm for Italian participation. This does five losses and, since the result on the Division Fire Table is in bold, it is also a potential overrun. The 2nd Armored Division absorbs four losses and is eliminated (two losses to flip to its reduced side and two more losses to be eliminated). A British armor battlegroup is taken from the Allied Reserve Box and placed in the Agedabia space to replace the just eliminated division. There is no further damage because it takes two losses to inflict a step reduction on the full-strength armor battlegroup. The remaining loss is ignored. The Allied unit now returns fire, but the Allied player will have to use the Battlegroup Fire Table. He rolls a six and does one loss on the Axis which is not enough to flip any of the three attacking Axis units, because they each have a Loss Factor of two or higher.

The British armor battlegroup failed to equal or exceed the Loss Numbers inflicted by the Axis attack, and the Axis result was bold, so the combat is an overrun. The British armor battlegroup does not retreat but, because of the overrun, is relocated (a special form of retreat resulting from overruns) to Alexandria, Cairo, or a valid Supply Source (11.47). The Allied player chooses Alexandria. The Axis player may then advance. Units advancing after an overrun may advance up to their full movement factor. Infantry units must enter the defending space as the first space of their advance. The Italian 27th Division may advance up to three spaces. The Axis player decides to advance only one space, however, into Agedabia. The two armor units may advance up to six spaces. The German armor battlegroup moves into Agedabia, then to Msus, then to Tengeder where it stops. The 21st Panzer Division moves to Msus, then to Tengeder, then to Sidi Mufta, then to the Southern Flank, then to Bir el Gubi, and then to El Adem where it stops. The Axis Action Round is now over.

CREDITS AND ACKNOWLEDGEMENTS

Game Design: Michael Rinella

Game Development: Jeff Evich

Additional Rules Development: Pat Hirtle

Playtesters: Paul Abrahamse, Eric Feifer, John Foley, Paul Glowacki, Rick Hautala, Dirk Heinz, Richard Schroeder, Christopher Schwalm, Randall Shaw, John Slotwinski

Box Art: Scott Holmgren

Map and Counter Art: Dean Essig

Rules Layout: Ken Smith

Card Design and Layout: Ken Smith

Card Back Design: Kurt Miller

Rulebook Proofreaders: Dave Casper, John Clifford, David Firestine, Martin Gallo, Chris Janiec, Darin Leviloff, Martin Nelmes, Mickel Knight

Card/Designer's Notes Proofreaders: Johnathan Arnold, Doug DeMoss, Eric Feifer, J. Allen Hill, Chris Janiec, Troy Nordine, Dave Sokolowski

Card Text Proofreaders: John Clifford, Chris Janiec, Kenn Monte, Dominic Smyth

Living Rules 1.0 Proofreaders: Robert Delwood, Mark Herman, Jeffrey D. Myers, Bill Vargas, Chris van Wyk

CARD CLARIFICATION/ERRATA

Allied Card #45, Spitfires:

Clarifications: Add "Effects canceled by Herkules." in black after the second sentence. Add "May not be played after Herkules." in red at the bottom of the card.

Axis Card #40, Italian Reinforcements:

Spelling: "Pistoria" should be spelled "Pistoia".

Typo: "186th 'Giovani Fascisti'" should have read "136 'Giovani Fascisti'".

PLAYER AID CARD ERRATA

Consistency with rule 13.73: Under "Misc. Combat Modifiers" on the first row replace "Attacker out of Supply" with "Out of Supply," and replace "Offensive Fire 1L" with "Fire 1L".

Typo: On the fourth row replace "2L" with "2R".

COUNTER SHEET ERRATA

Typos: The following Axis Event markers do not have the correct card number on the back of the marker: London Calling; Invasion of Greece; Balbo; Italian Fleet, Siege of Malta, and Plan Orient.

The Allied marker should have read Wavell/O'Conner Compass.

There are two Victory or Death markers but there should have been only one.

Color-coding: The Von Arnim Takes Command marker is color-coded as an Axis marker but should have been color-coded as an Allied marker.

MAP ERRATA

Spelling: "Fondoux" should be spelled "Fondouk" and "Malmata" should have been spelled "Matmata".

BOX LID ERRATA

Typo: The game's subtitle should have read "The Campaign in North Africa, 1940-1943".

SHIFTING SANDS TORCH SETUP

The following units should be placed on the map after play of the Torch Event by the Allied player.

Note: A unit listed in parentheses enters play at reduced strength; set it up on its reduced side. All divisions and battlegroups are infantry unless otherwise indicated.

British

  • Algiers: (78th Division)
  • Bone: 1 BR battlegroup
  • Souk el Arba: 1 BR battlegroup, 1 BR armor battlegroup

United States/US-controlled Free French

  • Allied Reserve Box: 5 US battlegroups, 2 US armor battlegroups, 2 US FF battlegroups
  • Casablanca: (3rd Division), (9th Division), 1 US armor battlegroup
  • Oran: 1st Division, 1 US battlegroup, 1 US armor battlegroup
  • Algiers: 34th Division, (1st Armor Division)
  • Constantine: 2 US battlegroups
  • Tebessa: 1 US battlegroup, 1 US armor battlegroup
  • Kasserine: 1 FF battlegroup
  • Souk el Arba: 1 FF battlegroup
  • Le Sers: 1 FF battlegroup
  • Fondouk: 1 FF battlegroup

Note: Free French units in the Allied Torch setup are US-controlled FF.

Allied control markers (in addition to all the British, US, and US-controlled Free French spaces above): Bougie, Souk Ahras, and Thala.

The US Replacement Point marker is placed in the "0" space of the General Records Track.

Italian

  • Tunis: 1st Division
  • Sousse: 1 IT battlegroup
  • Sfax: 1 IT battlegroup
  • Gabes: 1 IT battlegroup

German

  • Axis Reserve Box: 1 GE armor battlegroup, 1 IT armor battlegroup
  • Bizerte: (Von Broich Division)
  • Mateur: 1 GE armor battlegroup
  • Medjez el Bab: 1 GE battlegroup
  • Tunis: (10th Panzer Division)

SHIFTING SANDS EXPANDED SEQUENCE OF PLAY

A. DRAW STRATEGY CARD PHASE

  1. DISCARD: Players discard any unused cards they do not wish to hold for the forthcoming turn by placing them in the "Played" box on the map (5.11).
  2. DRAW: Each player draws cards from his Draw Pile to bring his own hand up to the maximum (5.1). Note that this maximum hand size may be decreased by play of certain Events.

B. ACTION PHASE

ACTION ROUND 1: Each player is allowed to take one action. The Axis player conducts the first Action in each Round. Each player must take one of two possible actions:

  • PLAY STRATEGY CARD: Play a Strategy Card as an OPS, RD, RP, or Event (7.2, 7.3, 7.4, and 7.5).
  • AUTOMATIC 1 OPS: Use one Activation Point for an Operation without the play of a Strategy Card (6.12B).

If a Strategy Card is played for OPS:

  1. ACTIVATION STEP: Spend Activation Points equal to the OPS Value of the card (between 2 and 5) to activate the space. A Move or Attack marker (never both) is placed in each space activated.
  2. MOVEMENT STEP: Move any units in spaces marked with a Move marker.
  3. COMBAT STEP: Resolve any combats from spaces marked with an Attack marker.

If a Strategy Card is played for RD: Spend the RD points to move battlegroups and/or divisions.

If a Strategy Card is played for RP: Mark RP indicated on the card on the General Records Track.

If a Strategy Card is played as an Event: The instructions on the card must be followed.

ACTION ROUNDS 2-6: Identical to Action Round 1.

C. ATTRITION PHASE

ATTRITION: Units are checked for attrition (13.8).

CONTROL OF SPACES: Control of spaces behind enemy lines may change (13.82).

D. VICTORY DETERMINATION PHASE

Count Victory Points to determine if either side has won an Automatic Victory (16.2, 16.3), or at the end of the Spring 1943 Game Turn to conclude the Campaign Game.

E. REPLACEMENT PHASE

  1. AXIS SEGMENT: The Axis player spends his RP (15.11, 15.12).
  2. ALLIED SEGMENT: The Allied player spends his RP (15.13, 15.14, 15.15).

F. GAME TURN PHASE

ADVANCE TURN MARKER: If the game did not conclude during the Victory Determination Phase, advance the Turn marker to the next season on the Turn Record Track and begin the sequence of play again (5.6).

SHIFTING SANDS FAQ

Clarifications

Cards

Question: The Stukas at Dawn combat card says it cancels "fort effects" – does this mean that the Axis player may declare "Rommel Participating" to shift the combat 2R on the fire table?

Answer: No. Fort effects are explicitly laid out in rule 14. The Stukas at Dawn combat card cancels defensive benefits mentioned in 14.1 and 14.3. Rommel's inability to get combat shifts against a fort is not a benefit of the fort, it is a limitation of Rommel's powers as laid out in rule 11.274.

Question: What about the Allied player's Matildas combat card?

Answer: It cancels Fort effects in the same manner.

Question: If the Axis use Stukas at Dawn to attack an Allied-occupied fort and Allies use Desert Rats to defend, does Desert Rats cancel an overrun?

Answer: No. The Allies could still play the card for the +1 drm, and the card would still cancel any retreat in a non-overrun situation but the Allied card does not reinstate any of the fort's terrain effects (you'll also note on the map that none of the forts in Egypt, Libya, and Tunisia are in terrain that has a "no retreat" option).

Question: And what happens if the Axis use Stukas at Dawn to attack an Allied-occupied fort and the Allies use Minefields to defend?

Answer: Nothing. Stukas at Dawn cancels any (repeat any) terrain or fort effect. In other words, there's no reason for the Allied player to play the Minefields card, unless he wants to discard it.

Question: How often may the Axis player use the Stukas at Dawn Combat Card?

Answer: Stukas at Dawn may be used for "one Combat Resolution." Once played, it goes into the Discard Pile. If it comes out in early 1943, you might get to use it twice.

Question: After the Ethiopian Campaign, Exporter, or Vulcan events put my Allied units in Full Supply, do those units still have to trace a line of supply? If I can't, are the units Out of Supply? Do those units placed in Full Supply by the Event have to trace three spaces back to a Supply Source?

Answer: Yes. Yes. No.

Question: When Iraqi Revolt is played, does the Axis automatically gain 1 VP for Baghdad?

Answer: Yes. Following the instructions on the card changes the control of a Victory Point space (see top of page 4, "Victory Point (VP) Space" and rule 16, "Determining Victory").

Question: When the Axis play Iraqi Revolt, assuming the Allies cannot open up a supply line to Mosul, then does the Mosul space also become Axis-controlled during the Attrition Phase?

Answer: Yes. Rule 13.82 applies.

Question: May the Attacker play Disengage on the Defender?

Answer: No.

Question: If Rommel is played as an event before Invasion of Greece is played as an event, does the Rommel event prevent the RP prohibition from going into effect?

Answer: No. The card text of Invasion of Greece should be read literally. There are three cards that cancel the prohibition against playing cards for Replacements if Invasion of Greece is played as an event: Rommel, Balkan Campaign, and Siege of Malta. If you play Rommel before Invasion of Greece, you'll need to play one of the other two events to cancel the prohibition against playing cards for Replacements.

Question: Can the Corps Franc d'Afrique reinforcements be placed in an Axis-controlled mountain space?

Answer: No [note: addressed in the Living Rules].

Question: Siege of Malta is in effect. Spitfires is played to cancel the siege. Does this mean that the Axis can no longer play cards for their RP values if Barbarossa has been played?

Answer: No. It means the Axis can no longer play cards for RP values because Siege of Malta has been played. Barbarossa has nothing to do with it [note: addressed in the Living Rules].

Question: May Barbarossa be played instead of Spitfires to cancel Siege of Malta?

Answer: No. Only Spitfires can cancel Siege of Malta [note: addressed in the Living Rules].

Question: Given that the play of Herkules prevents the play of Spitfires because the planes wouldn't have a base from which to fly from, shouldn't the play of Herkules negate the effect of Spitfires for the same reason and allow the Axis to play replacement cards?

Answer: Yes. You can consider this a clarification of both cards [note: addressed in the Living Rules].

Question: If the Axis player, despite having the option to begin the Winter 1942 turn with the Siege of Malta card in his hand, either refuses to draw it, or draws it and does not play it as an event, may the Allied player play Barbarossa in 1942 to prevent the Axis from playing cards for RP?

Answer: Yes. The moment the Axis play Siege of Malta as the Event the effects of Barbarossa would be canceled, however [note: addressed in the Living Rules].

Question: May Barbarossa be played as an Event in 1942 just to remove the card from the Allied deck?

Answer: Yes.

Question: Does the Minefields Combat Card prevent post-combat advance if the attacker wins the combat?

Answer: Yes. The card text should be interpreted literally. Play of the card turns the clear space into a "marsh" space for all purposes except flanking, because flank attack attempts occur before play of combat cards.

Question: If the Axis made an attack with a division in Libya/Egypt in their first Action Round would that cancel or prevent the effects of the Allied player's Orders from Rome card, even if the Allied card is played in the first Allied Action Round?

Answer: No. An action taken in the first Axis Action Round cannot be applied retroactively to an event played in the Allied player's first Action Round. The Axis player must make the specified type of attack during Axis Action Round 2, 3, 4, 5, or 6.

Question: May the Allies play Spitfires after the Axis have played Herkules?

Answer: No. This event, like the other Allied cards that are part of the battle of Malta, is not playable if the Axis player has already won the battle via play of Herkules [note: addressed in the Living Rules].

Question: May Italian units stacked with German units still take losses if the Allies have played Where is Gambara?

Answer: Yes.

Question: Are any of these considered a reinforcement card play when placing markers on the Action Round Chart: Rommel, LRDG, or Torch (for either side)?

Answer: No. If they were the card would say so.

Question: What about Tiger Convoy and Unternehmen Iraq?

Answer: Yes. The card text, rather than the event name, says they "counts as a … reinforcement to play."

Question: When removing divisions for Balkan Campaign, Rising Sun, or Plan Orient must you remove full strength divisions? Or may they be reduced strength?

Answer: Either. Allied player's choice.

Question: Or is there a priority order when removing divisions?

Answer: Any division (that's eligible, in the case of Rising Sun and Plan Orient).

Question: When the Axis play Balkan Campaign and/or Rising Sun, does the BR armor BG have to be on the board or can it be from the Allied Reserves Box? If either, is there an order, such as "must come from the map first, if not available then from the Reserves Box"?

Answer: Map first, then Reserves Box. If the only available armor battlegroup(s) are in the Allied Replaceable Box, he loses a VP (the battlegroup remains in the Allied Replaceable Box).

Question: With Rising Sun, when the divisions are eliminated, do battlegroups take their place on the map? The Balkan Campaign card mentions BGs replacing the divisions but not Rising Sun.

Answer: The battlegroups remain in reserve. The card text is literal.

Question: If the Allies play Where Is Gambara? during an Axis attack with GE battlegroup(s) and Italian division(s), may the Axis fire on the Division Fire Table?

Answer: Yes. Per the card text, all you lose is the Italian contribution to the numerical attack total. You don't lose the Fire Table you're currently on.

Question: Does the unit playing Disengage avoid losses and then retreat 2 spaces, or does it take the losses and then retreat?

Answer: You resolve combat (including losses) and then you retreat.

Question: Does Command Friction apply to American and American-controlled Free French?

Answer: Yes.

Question: Would American and American-controlled Free French units receive a -2 die roll modifier on attacks if the Patton event hasn't been played?

Answer: Yes, if they were attacking in "Libya and/or Egypt" like the Command Friction card says.

Question: If the Allies play Malta Convoys and later on in the same turn, the Axis play Herkules (along with Air Support) is the Axis hand still reduced to 6 the following turn?

Answer: Yes.

Question: While attacking a clear space during a summer turn the Attacker played the Severe Weather Combat Card. The Defender then played the Minefields Combat Card. Since Minefields makes clear terrain a marsh, what happens to the severe weather?

Answer: The Severe Weather CC applies to the attacker's space, not the defenders. The attacker gets the +1; the defenders minefields shift his attack down a column, etc.

Question: If the Axis player plays Herkules and the Air Support Combat Card (which is needed since Spitfires had been played) at the same time to win the Battle of Malta, does the Air Support Combat Card remain in front of him per rules 7.611 and 7.612?

Answer: No [note: addressed in the Living Rules].

Question: May the Axis player play the Air Support Combat Card in an Action Round prior to the play of Herkules, and then select Air Support during a later Action Round at the moment he plays the Herkules Event?

Answer: No. See the Herkules card wording: it says the two cards must be played simultaneously. See also rule 11.25: playing a Combat Card and selecting a Combat Card during combat are separate and distinct things.

Question: In an Axis Action Round the Axis player plays a card for RP. The Allied player then plays Barbarossa as an Event. In the very next Axis Action Round can the Axis play Battleship Convoys as an Event and take the RP bonus?

Answer: No. Rule 7.43 applies even though the card is played as an Event rather than for replacements. He may not play a card for replacements in consecutive Action Rounds.

Question: After Poor Morale has been played, is an Italian Division permanently eliminated if it was removed by taking combat losses?

Answer: Yes. The effects of Overrun are considered to apply to the units regardless of when they are removed. See 11.473.

Counters

Question: When does the Greek battlegroup enter the game?

Answer: After play of Balkan Campaign the GK battlegroup is placed in the Allied Replacement Box. It must be rebuilt to enter play [note: addressed in the Living Rules].

Question: How does the British 6th Division (non-Armored) get in the game?

Answer: Ignore the unit. It's not part of the game. An optional rule has been added for this unit, similar to the optional rule for the German 999th Division [note: addressed in the Living Rules].

Question: There are five IT armored battlegroups in the counter mix. Two start the game, and one enters play when Events #45 and #53 are played. How does the fifth one get in?

Answer: It should be placed in the Axis Reserve Box as part of the Torch setup [note: addressed in the Living Rules].

Question: There are 6 GE infantry battlegroups. Two for Rommel, one for card #41, two for card #52, and two more for Torch, for a total of 7. Is there supposed to be another GE infantry battlegroup?

Answer: No, there's a glitch in the Torch setup. The GE Armor battlegroup that sets up in Tunis with the 10th Panzer Division should be in Mateur, and there shouldn't be a GE infantry battlegroup in Mateur [note: addressed in the Living Rules].

Question: There are five US armored battlegroups. Torch brings in four US armored battlegroups, how does the fifth one enter play?

Answer: In the Torch setup, there should be one US infantry battlegroup and one US armor battlegroup in Tebessa, rather than two US infantry battlegroups (you'll note that there aren't enough US infantry battlegroups otherwise) [note: addressed in the Living Rules].

Map

Question: The Campaign Game Setup in the rules says the 7th Armored Division is placed on the map with a strength of 2-3-5. The Mersa Matruh space on the map has a reduced stripe, but it says 3-3-5. Does the unit set up full strength or reduced?

Answer: It sets up reduced. We used 3-3-5 on the map to make it clear the player should not use either the 4-3-5 or 5-3-5 "upgrade" counters [note: addressed in the Living Rules].

Question: What is the terrain of Chad?

Answer: Mountain.

Question: Axis units may not enter the Chad space, but may they attack it after play of the LRDG event?

Answer: Yes.

Question: What is the terrain of Oran and Casablanca?

Answer: Mountain.

Question: What is the terrain of South Africa?

Answer: Mountain.

Question: What is the terrain of Persia? India?

Answer: Mountain. Mountain.

Question: Is Bardia part of Libya or part of Egypt? The space is color-coded gray like it is part of Libya, but it appears to be east of the Libyan/Egyptian border.

Answer: Bardia is part of Libya. All spaces in Egypt are color-coded green.

Question: Once the Addis Ababa space in East Africa is Allied-controlled, can IT units in mountains or Massawa still take replacements?

Answer: Yes. Loss of Addis Ababa will prevent play of Axis card #2, Italian Reinforcements, as an event (per the card restriction and rule 7.532, second bullet), and it will prevent the Axis player from rebuilding either the GDS or Africa Divisions once they are eliminated (per rule 15.411).

Rules

Question: Rule 6.12B: Can I do a Redeployment during an Automatic Operations Round?

Answer: No. You may only conduct Operations per rule 7.2.

Question: Certain event cards allow the player to play move/attack markers into "in-supply spaces" – may I place these move/attack markers into unoccupied spaces?

Answer: No. Rule 7.21 applies to move/attack markers placed as a result of an event in addition to a card played for OPS. Players may never place move/attack markers into unoccupied spaces.

Question: Several cards either grant or take away terrain benefits, or cancel flank attacks. How do combat cards work in relation to one another?

Answer: The short answer is you should always follow the combat resolution sequence (11.21).

You never know what combat cards your opponent holds. As the attacker, you commit to a flank attack attempt in a position of uncertainty. You roll; you may succeed or fail. Play then proceeds to playing of combat cards. The attacker plays his combat cards first, and then the defender.

If the defender holds the Disengage Combat Card he may play it to avoid being flanked, even if the attacker just succeeded in making a Flank Attack die roll. Interpret "Flanking attack prohibited" on the card as "Cancels a successful Flank Attack." If the attacker failed to flank him, there's less incentive to play Disengage unless for some reason the defender wishes to retreat two spaces (such as to move from a space in Limited Supply to a space in Full Supply), or if he fears being overrun and either isn't in a space that prohibits an overrun or he doesn't hold a Combat Card that prevents an overrun. If the defender plays Disengage he must retreat two spaces, regardless of who won the combat and regardless of any other Combat Cards he played that might have, in other circumstances, allowed him to cancel the retreat.

If the defender holds the Minefields Combat Card he may not play it to avoid being flanked. The only card that allows the defender to avoid a successful Flank Attack is Disengage. The Minefields Combat Card changes the combat as follows: shift the Attacker's fire one column to the left when determining the Fire Column; the defender may choose to lose an additional step to cancel a retreat; overrun results are not possible. If the defender has been flanked, he's been flanked. The attacker still fires first. The Minefields Combat Card may not be played if the defender has played Disengage.

If the Axis attacker holds the Stukas at Dawn Combat Card or the Allied attacker holds the Matildas Combat Card they may not play those cards in order to declare a flank attack when attacking Mountain, Marsh, or Fort spaces; this step has happened before any Combat Cards were played. Stukas at Dawn and Matildas change the combat as follows: Mountain and Marsh spaces are treated as clear hexes for purposes of determining the Fire Column; a Fort does not add its fort value to the Defenders Combat Strength; defending units in Mountain and Marsh spaces may not use the option to lose an additional step loss to cancel a retreat; defending units in Forts may be overrun; the Attacker may advance through Fort, Marsh and Mountain spaces as if they were clear terrain.

If the Axis defender holds the 88mm FLAK Guns Combat Card he may not play it if the Allied player has successfully flanked him. If the Allied player has tried to flank him, and failed, there's no need to play the Combat Card because the defender will fire first regardless. The 88mm FLAK Guns Combat Card is most effective when the Allies are suffering the effects of Command Friction, or when the Axis defender occupies a space that prohibits flank attacks.

Question: Can the Axis play Disengage (to cancel a successful Allied flank attack) and then play 88mm FLAK Guns to fire first?

Answer: Yes.

Question: Does the -1 for Italian attack/defense apply even if the Italians are stacked with Germans or some other nationality? For example, if there is a space with one Italian and one German that is attacked or attacks does the -1 apply?

Answer: Yes. See rule 11.261.

Question: If a US controlled FF unit is attacked (not stacked with other US units) does it receive the -1 DRM before the play of Patton?

Answer: Yes. See 7.22, third bullet. "US and US-controlled FF units are treated as one nationality for purposes of Activation for movement and combat." [note: addressed in the Living Rules].

Question: In regards to rule 11.273, if a combination of in-supply units and OOS units participate in an attack together, is there still a 1L column shift?

Answer: Yes.

Question: Rule 11.274 says you declare "Rommel Participating" on a space with an attack marker. If units in the same space attack different spaces do they all get the shifts (possibly affecting 3 combats) or do you have to choose one attack?

Answer: Rule 11.274 is entirely in the singular – "Shift that attack" not "Shift those attacks" – so the answer would be you have to choose one attack.

Question: Rule 11.471 says that a Division that is overrun but cannot trace back to a Supply Source is permanently eliminated instead of relocated. Is that correct?

Answer: Yes.

Question: The negative implication is that battlegroups are unaffected by this, and if overrun is relocated (where specified) regardless of ability to trace. Is this correct?

Answer: Yes. Rule 11.471 is an exception to rule 11.421. Since 11.471 doesn't mention permanent elimination of battlegroups, rule 11.421 governs the situation, should your battlegroup be eliminated for failure to relocate.

Question: If I make a successful Flank Attack, and my attack die gets a bold (potential overrun) result, and after they take their losses the defender fires back, and also get a bold result that is as high as the attacker's result, is it an overrun?

Answer: No. The situation would be rare as few defending stacks after a successful Flank Attack would be firing on a column high enough to get a bold result that equals the attacker's bold result. If this situation arises, the result is not an overrun. Rule 11.47 is correct.

Question: Allied units in Sousse attack Axis units in Tunis. The combat result is an overrun. The Axis units in Tunis are drawing supply from the space they occupy. There is no other space they can legally relocate to except the space they currently occupy. Can the Axis units "relocate" to Tunis per rule 11.47 or are they permanently eliminated per rule 11.471?

Answer: They are permanently eliminated. The defending space may not be the space relocated to [note: addressed in the Living Rules].

Question: If an Italian infantry division is eliminated per rule 11.473 is it replaced by a battlegroup? Is the battlegroup then relocated?

Answer: Yes, if a battlegroup is available. Yes.

Question: If a unit must retreat two spaces and can physically only retreat one, is the unit eliminated?

Answer: Yes. See 11.52, second sentence. The wording says "must". Failure to do so kicks in rule 11.56, eliminating the unit.

Question: Can the Allied player play the LRDG event if Mersa Matruh is Axis controlled? If yes, where does the LRDG get placed (rule 11.76 doesn't really answer this)?

Answer: Yes. The Allied player may place the LRDG in either Cairo or the Allied Reserves Box under these conditions.

Question: Certain reinforcement cards "double as OPS" - can the OPS points be used to RD units in the same turn?

Answer: No. Operations and Redeployment are entirely different things.

Question: Could the British 2nd Armor Division, for example, Redeploy from Suez to Basra during the turn it arrives?

Answer: No.

Question: Can units – primarily Allied units – RD from either the Near East or East Africa maps to the main North Africa map?

Answer: Yes.

Question: While the lines connecting Khartoum and the East Africa map say it takes all of a unit's movement points, why wouldn't they just Redeploy up to the front line in NA? Is RD considered movement?

Answer: They still have to stop. Redeployment is considered movement.

Question: Can the Axis player Redeploy Italian battlegroups into East Africa, specifically Addis Ababa, from the Axis Reserves Box?

Answer: Yes. It's perfectly legal; rule 12.84 only prohibits the reverse, i.e. Italian battlegroups using Redeployment to move from East Africa to the Axis Reserves Box.

Question: Does play of the Allied Spitfires event prevent the Axis from playing cards for Replacement Points, like the Barbarossa event?

Answer: Yes [note: addressed in the Living Rules].

Question: Rule 12.84 says IT battlegroups in East Africa may not RD to the Axis Reserve Box. If they are eliminated could they be rebuilt and RD from the Axis Reserve Box to a space in North Africa?

Answer: Yes.

Question: May players "sequence" their Redeployment moves? For example, Unit "A" redeploys from the Reserve Box on top of unit already on the map, which we'll call Unit "B". Unit "B" then redeploys into a different space. May Unit "C" then redeploy from the Reserve Box onto Unit "B" in the new space?

Answer: Yes.

Question: May an Allied Minor Nation unit (British-controlled FF, GK, and POL) RD out of the Allied Reserve Box into a space with just a Commonwealth unit?

Answer: No. Per rule 7.23 they may activate with CW units for movement and combat, but as rule 12.8 says they are considered British for purposes of RD.

Question: May an Allied Minor Nation unit RD out of the Reserve Box into a space with another Allied Minor Nation unit?

Answer: Yes. Since per rule 12.8 they are all considered British for purposes of RD this would be a case of one British unit using RD to stack with another British unit.

Question: May a Commonwealth unit of one nationality RD out of the Allied Reserve Box into a space with a Commonwealth unit of a different nation, for example a South African battlegroup moving out of reserve into a space with a New Zealand unit?

Answer: No.

Question: What happens to Italian units in East Africa if the Allies control their supply source, Addis Ababa?

Answer: See the revised rule 13.43. With the exception of Massawa, if they are not in a mountain space, they would be eliminated for being Out of Supply. If they are in a mountain space, or Massawa, they are always in Limited Supply.

Question: If at the end of the turn the BG is still OOS I know the BG will be eliminated and will be put in the player's Replaceable Box. But how about the division that was eliminated before the battlegroup was placed on the map, is it permanently eliminated?

Answer: No. If it's in the player's Replaceable Box at the start of the Attrition Phase, it does not fulfill the conditions of 13.81.

Question: Units with a dot do not take replacements. According to rule 13.9 (captured supply) you can flip reduced units to their unreduced side. May a unit with a non-replaceable dot recover using captured supply?

Answer: No. Flipping a reduced unit to its full strength side for any reason is considered taking replacements. Once flipped to its reduced side, units with a black dot may never flip back.

Question: Can the British RD out of East Africa to Near East or Tunisia?

Answer: As long as the rules are followed, yes. Port to port; space connection restrictions, etc. apply.

Question: May the Italians RD into East Africa if Addis Ababa is British controlled?

Answer: Only on top of IT units in mountain spaces; clear spaces would be out of supply and therefore not eligible.

Question: If Italian units attack can German Armor move in and attack with them? Or vice versa?

Answer: Yes.

Question: May a reinforcement card with a square OPS Value use the OPS to move the units placed with this type of card?

Answer: Yes.

Question: Can they attack with the OPS?

Answer: Yes.

Question: Units in Sicily – may they RD to spaces elsewhere on the map?

Answer: Yes; port to port only.

Question: May they do it after Herkules is played?

Answer: This would usually be impossible as all the units participating in Herkules are permanently eliminated on play of the Event; see 10.321.