Welcome
22 April 2014
Check it out, the new map for tabletop play in England is finished! - Bene
03 April 2014
Would you believe that, the game now exists in English! :O - Bene
Turns
Currently no game is running or round 0 has not finished yet.
News from around the World
25 March 2014
London, UK: ALL YOUR WORLD ARE BELONG TO US?
According to Foreign Secretary William Hague, a noticeable shift has occurred in the mindset of the leaders of today's world. Causes of this relatively sudden occurrence are currently unknown and speculation has involved biological attacks, extraterrestrial forces, divine action and evolution. "We don't know why, but it is clear that world leaders have begun to act in a more secretive and reserved manner as of recently," Hague told the Sun. The professional sociologist Kanye West has commented that "Main Screen has been turned on" and soon it may be that "War was already begun".
What do you think? Are we facing a potentially world-devastating war soon which may involve alliances between Russia and the USA against the entirety of the African continent in cooperation with Western Europe? Tell us in our online poll!
Overviews
Available actions
The number of actions available to a player are determined as follows:
- 5 actions (always available)
- +5 actions while holding one's own capital province
- +5 actions per academy
- +2 actions if owning the bonus "Progress"
Game elements
Element | Cost | Detail |
City | - | Every province has 1-4 cities. Each can hold one civilian and one building. |
Barracks | 5 I | Can produce one army per round. Occupies a building space. |
Harbor | 5 I | Can produce one fleet per round. Occupies a building space. |
Factory | 5 I | Produces 2 I per round. Occupies a building space. |
Mill | 5 I | Produces 4 N per round. Occupies a building space. |
Academy | 10 I | Grants 5 additional actions. Occupies a building space. |
Army (A) | 5 I | Facilitates defence and offence on land. |
Fleet (F) | 5 I | Facilitates defence and offence at sea and transports armies. |
Farmer (N) | - | Produces the province's nutrition value once per round. Occupies a work space. |
Worker (I) | - | Produces the province's industrial value once per round. Occupies a work space. |
Syntax
Command |
Syntax |
Example |
Detail |
Create |
* [Object] [Province] |
* A WEU * F MEU-MTN |
Produces an army in WEU. Produces a fleet in MEU, set to sea in MTN. |
Demolish |
X [Building] [Province] |
X Barracks WEU |
Demolishes a barracks construction in WEU. |
Retrain |
[Civilian] - [Civilian] [Province] |
N-I WEU |
Retrains a farmer in WEU to a worker. |
Move |
[Unit] [From] - [To] |
A WEU-MEU A OAF-MTN |
Moves an army from WEU to MEU. This action is potentially an attack. Mans a fleet in MTN with an army from OAF. |
Bombard |
! [Unit] [From] - [To] |
! A EEU-RUS ! F MTN-MEA |
One army from EEU bombards a building in RUS. One fleet in MTN bombards a building in MEA. |
Army transport |
F(A) [From] - [To] |
F(A) NWA-SAT |
One fleet transports an arms from NWA to SAT. This syntax is only needed when not all fleets in NWA are manned. |
Trade |
# [Amount] [Resource] [To] |
# 2 I to Peter |
Sends 2 I to the player Peter. |
Comment |
// [Comment] |
|
Game masters are always happy about neatly arranged turns. |
Effect card |
card: [Name/ID] ([Description]) |
card: Tactical Retreat (AND, retreat to BRA) |
Plays the named effect card. All required information must be provided for the game master. |
Defend |
def [Province] |
def MEA |
Uses the province bonus "Mercenaries". |
Trade Center |
(see trade) |
# 4 N to Trade Center |
Uses the province bonous "Trade Center". |
Province bonuses
There are 29 province bonuses (and 5 blanks). As there are only 24 provinces, this means that 10 bonus cards are not in play. There are three types of province bonuses:
- One-off: The province (or the player owning it) receives the bonus once at the start of the game, after round 0.
- Permanent: The province's owner receives this bonus throughout the game.
- Special: The province's owner can use these bonuses according to will. This must be noted accordingly in their turns but does not cost an action. Each bonus can only be used once per round.
* These spaces may be used in round 0 already.
** Ex: Railroads on AND. Armies from AND can move via ARG and man fleets in ANM.
Name | Type | Description | Note |
Mill |
One-off |
The province receives a mill. |
Only if a building space is free. |
Factory |
One-off |
The province receives a factory. |
Barracks |
One-off |
The province receives a barracks construction. |
Harbor |
One-off |
The province receives a harbor. |
Army |
One-off |
The province receives an additional army. |
|
Fleet |
One-off |
The player may place an additional fleet. |
The sea field must border this province. |
Croesus |
One-off |
The player receives +5 I starting industry. |
|
Civilian |
Permanent |
The province can hold an additional civilian. |
* |
Building |
Permanent |
The province can hold an additional building. |
* |
City |
Permanent |
The province has an additional city. |
* |
Army Costs |
Permanent |
Armies produced in this province cost 1 I less. |
|
Fleet Costs |
Permanent |
Fleets produced in this province cost 1 I less. |
|
Building Costs |
Permanent |
Buildings constructed in this province cost 1 I less. |
|
Mill Production |
Permanent |
Mills in this province produce twice as much (8 N) |
|
Factory Production |
Permanent |
Factories in this province produce an additional +1 I (3 i) |
|
Center of Education |
Permanent |
Academies in this province provide an additional +7 instead of +5 actions. |
|
Construction Halls |
Permanent |
Each harbor in this province can produce two fleets per round. |
|
Nutrition |
Permanent |
The province's owner gains an additional 2 N each round. |
|
Industry |
Permanent |
The province's owner gains an additional 1 I each round. |
|
College |
Permanent |
Training and retraining civilians in this province costs no actions. |
|
Construction Cranes |
Permanent |
Constructing buildings in this province costs no actions. |
|
Railroads |
Permanent |
Armies can move one field further from this province. The normal movement to a neighboring field costs no action. |
** |
Progress |
Permanent |
The player may use 2 additional actions each round. |
|
Artillery |
Permanent |
Attacks from this province are 1 stronger (like an additional army). |
|
Channel |
Permanent |
The province's owner can move fleets through it. |
|
Walls |
Permanent |
Buildings in this province cannot be bombarded. |
|
Granary |
Permanent |
Armies in this province do not require nutrition. |
|
Mercenaries |
Special |
For 3 I, the province gains a defence bonus equivalent to the capital. Does not stack with capital's defence bonus.
Syntax: def EEU |
|
Trade Center |
Special |
The player may trade 4 N for 2 I or vice-versa once per round.
Syntax: #2 I to Trade Center or #4 N respectively |
Higher or lower amounts are not possible. |
Provinces
Short | Name | Production | City number | Cities |
AND | Andes | 2/2 | 2 | Lima, Bogóta |
ARG | Argentina | 4/2 | 2 | Buenos Aires, Santiago de Chile |
AUS | Australia | 4/3 | 1 | Sydney |
BRA | Brasil | 6/2 | 3 | Rio de Janeiro, Sao Paulo, Recife |
CAR | Caribbean | 4/1 | 2 | Havana |
CAM | Central America | 6/1 | 2 | Cíudad de Mexico, Guadalajara |
CAN | Canada | 2/3 | 1 | Toronto |
CEU | Central Europe | 4/4 | 3 | Berlin, Rome, Warsaw |
EAF | East Africa | 4/1 | 3 | Cairo, Khartoum, Alexandria |
EEU | East Europe | 6/3 | 2 | Athens, Kiev |
INA | India | 8/2 | 4 | Delhi, Karachi, Calcutta, Dhaka |
INO | Indonesia | 4/2 | 3 | Jakarta, Surabaya, Medan |
JAP | Japan | 2/3 | 2 | Tokyo, Osaka |
MEA | Middle East | 2/3 | 4 | Tehran, Baghdad, Ankara, Riad |
NCH | North China | 4/2 | 4 | Beijing, Seoul, Shenyang, Harbin |
NUS | North USA | 6/5 | 2 | New York, Chicago |
RUS | Russia | 2/2 | 3 | Moscow, St. Petersburg, Novosibirsk |
SAF | South Africa | 2/2 | 3 | Kinshasa, Johannesburg, Luanda |
SCH | South China | 8/1 | 4 | Shanghai, Hongkong, Chongqing, Wuhan |
SEA | South East Asia | 4/1 | 3 | Singapore, Bangkok, Saigon |
SUS | South USA | 8/4 | 2 | Houston, Atlanta |
WAF | West Afrika | 2/2 | 3 | Lagos, Casablanca, Abidjan |
WEU | West Europa | 6/4 | 3 | Paris, London, Madrid |
WUS | West USA | 6/3 | 2 | Los Angeles, San Diego |
Effect cards
Positive
Bear in mind that positive effects can only be used on oneself (if used on another player, they receive the card instead, to use themselves). "The player" is thus always the card's user. All effects also only apply to the round in which the card is played. "Designated" means chosen by the card's user.
** Ex: Province with 1 or 2 Citites/Farmers = Defence bonus 1. Province with 3 or 4 Citites/Farmers = bonus 2. Province with 5 Citites/Farmers = bonus 3.
Name | Count | Description |
Industry Delivery | 3 | The player receives 2 I. |
Nutrition Delivery | 3 | The player receives 4 N. |
Travelling Traders | 2 | The player may trade 4 N for 2 I or vice-versa. |
Discount Barracks | 1 | The player may construct barracks for 1 I less each. |
Discount Harbor | 1 | The player may construct harbors for 1 I less each. |
Discount Factory | 1 | The player may construct factories for 1 I less each. |
Discount Mill | 1 | The player may construct mills for 1 I less each. |
Discount Army | 2 | The player may produce armies for 1 I less (applies to 3 armies max). |
Discount Fleet | 1 | The player may produce fleets for 1 I less (applies to 3 fleets max). |
Year of the Logistician | 2 | A designated army may move one field further (same as bonus card "Railroads"). |
Year of the Arms Trader | 2 | A designated army fights with doubled strength. |
Upcycling | 2 | The player may use 2 more actions in the same round as playing this card. * |
Might | 2 | Playing additional cards costs no additional actions. |
Shield | 5 | The effect of a designated negative effect card in front of the player is cancelled. |
Borrowed Constructors | 2 | Two buildings may be constructed without using up actions. |
Borrowed Trainers | 2 | Two units (armies or fleets) may be produced without using up actions. |
Visiting Professor | 2 | One academy provides +8 instead of +5 actions, which may be used in the same round as playing this card. |
Free Barracks | 1 | A designated province receives a barracks construction if a building space is available. |
Free Harbor | 1 | A designated province receives a harbor if a building space is available. |
Free Factory | 1 | A designated province receives a factory if a building space is available. |
Free Mill | 1 | A designated province receives a mill if a building space is available. |
Maginot Line | 1 | A designated province receives a +1 defence bonus against attacks from a designated other province. |
Parachute Troops | 1 | One army may move across one enemy province and move into (or attack) a province behind it. |
Stealth Bomber | 1 | Up to two armies may bombard with a reach extended by one province (i.e. bombard a province adjacent to an adjacent province). |
Marines | 1 | Up to two armies receive an attack bonus of +1 each if disembarking from fleets. |
Coast Bombardement | 1 | Up to two bombarding fleets will destroy armies instead of buildings if bombardement is successful. |
Tactical Nuclear Strike | 1 | A designated province loses two armies. But: It must not be adjacent to the player's own provinces or a sea field with the player's fleets, and the player may not move any units into fields adjacent to it. |
Colonial Empire | 1 | The player receives 2 I for each province which is separated from their capital by enemy provinces. No effect if the player does not own their capital province. |
Kamikaze | 1 | All of the player's attacking fleets destroy two enemy fleets each, but are also destroyed themselves. |
Intelligent Maneuver | 1 | A designated to-be-conquered province retains its buildings if the player conquers it. |
Discipline | 1 | A designated to-be-conquered province retains its civilians if the player conquers it. |
Militia | 1 | Every two cities of a designated province defend like one army. A single leftover city adds another bonus of +1. ** |
Plowshares Into Swords | 1 | Every two farmers of a designated province defend like one army. A single leftover farmer adds another bonus of +1. ** |
Pincer Movement | 1 | A maneuver where the player attacks a field from two or more fields receives a bonus of 2. |
Two-Front War | 1 | A maneuver where the player attacks a field together with another player receives a bonus of 2.. |
Inner Line | 1 | Up to three armies may move together into an adjacent own province without using an action. |
Tactical Retreat | 1 | Armies in a designated province retreat into a designated own adjacent province if they are attacked (note retreat target in actions). |
Blitzkrieg | 1 | If the player conquers a province without assistance from other players, they lose one army less. |
Red Worker Army | 1 | Factories may be converted into armies without cost (I or action) in a designated province. |
Medical Corps | 1 | After evaluation of the turns, the player may place every fifth lost army (at least one) back into one of their own provinces. |
Mole | 2 | The player may steal one of another player's effect cards which they are not using this round. The player may not see the other player's cards. |
Espionage | 2 | The player may see another designated player's effect cards. |
Deconstruction | 1 | A building may be demolished in one province and reconstructed in an adjacent province without interruption of its function or additional costs (I or action). |
Mine Field | 1 | Any movements across the border between a designated own and a designated adjacent province lose one army before executing the movement. |
Negative
Bear in mind that negative effects can only be played on other players, and the effect applies in the subsequent round immediately before turn evaluation.
* If Chaos and Escalation exert their effect in the same round, all Chaos cards are applied first, then all Escalation cards.
** Ex: Round 2: Player A draws Starvation and writes the card in his actions in the same round, targeting Player B. The card is played just before evaluation of the actions. Player B receives the card, reads it and places it face-down in front of them.
Round 3: As the card's effect applies before evaluation of the actions, player B's units are already out of supply at the start of evaluation. I.e. if player B has less nutrition than units after the non-confrontative actions of round 3, they will lose units accordingly.
Name | Count | Description |
Road Blocks | 1 | The player cannot make movements out of a designated province. The user must note which province in his actions and inform the victim. |
Bermuda Triangle | 1 | No movements into or through a designated sea field are possible. This card is played open. |
Covert Toxin Strike | 2 | The player loses an army of their choosing. |
Submarine Strike | 2 | The player loses a fleet of their choosing. |
Mysterious Death | 2 | The player loses a civilian of their choosing. |
Plague | 2 | Two civilians die in a designated province. |
Sabotage | 2 | The player loses a building of their choosing. |
Inflation | 2 | The player loses 2 I. |
Famine | 2 | The player loses 4 N. |
Putsch | 1 | The player's capital province loses all armies and the player loses 2 actions. However, the province cannot be attacked. No effect if the player does not own their capital province. |
Bird Flu | 1 | The user loses 2 armies of their choosing. All other players lose 1. |
Starvation ** | 1 | The player's armies are out of supply. |
Escalation * | 10 | Raises escalation level by 1. |
Chaos * | 3 | Raises escalation level by 2, but no higher than 4. |
Industrial Strike | 2 | No I are produced in a designated province which contains factories and/or workers. |
Embargo | 1 | The player cannot receive I or N from anyone. |
Weapon Embargo | 1 | The player cannot receive I from anyone. |
Export Tolls | 1 | The player loses one I/N for each I/N they give to others. If they would lose more I/N than they have, the trade is invalid. |
Import Tolls | 1 | The player loses one I/N for each I/N they receive from others. If they would lose more I/N than they have, the trade is invalid. |
WikiLeaks | 1 | The player has to show their effect cards to everyone. |
Event cards
- 5x Escalation: Raises escalation level by 1, but no higher than 4.
- 1x Good Atmosphere: All players may use 5 extra actions this round.
- 1x Economic Miracle: All players receive 5 I.
- 1x War Propaganda: All players receive one army to place in one of their provinces. Note the army placement as a comment in your actions.
- 1x East Wind: This round, westwards fleet movements may be extended by an additional sea field without further action costs.
- 1x West Wind: This round, eastwards fleet movements may be extended by an additional sea field without further action costs.
- 15x Blank, i.e. no event.
More about marine maneuvers
Sea fields around CPA
Channels and land bridges
There are two permanent channels and one land bridge on the map:
- Panama Channel: The player who owns CAM may move fleets between GME and CEP.
- Suez Channel: The player who owns EAF may move fleets between MTN and IOW.
Additionally there is a land bridge between WEU and WAF. A player who owns both provinces may use it for army movements, but no attack is possible across it. The channel between MTN and MEA is accessible to all players at all times.
Complex cases
The more games Allied players have experienced, the more sly and cunning their maneuvers become. This section will provide solutions for cases which are not definitively guided by the manual.
Fleets in round 0
As it is usually in the interest of all players to keep their own fleets, oftentimes players will discuss publically who is going to place their fleets into which sea fields. Naturally, nobody is bound by these announcements and thus sometimes despite public agreements, two players place fleets in the same field.
This is an exceptional case where a battle will take place during round 0. The placed fleets battle each other according to normal rules (see also Manual:
"Battle between several parties"), except that:
- a) This situation is treated as a movement action, not production.
- b) The fleets "appear out of nowhere", i.e. they have no field to retreat.
Thus, if the battle is a tie (which will most likely be the case), all fleets are destroyed.
Manning fleets
It is possible that during one round, fleets are intended to move into a sea field where they will then be manned. If for any reason it is not possible for the fleets to reach this sea field (e.g. enemy fleets, not enough actions etc.), the manning actions are considered invalid and are annulled.
Blocking disembarking
A manned fleet may be intended to move into a sea field and then have an army disembark from there. If in this case for any reason the fleet cannot reach that sea field (usually enemy fleets), the disembarking actions are considered invalid and thus annulled.
Railroads + Artillery
It is possible for an army to move from a province with the bonus "Railroads" (giving it an additional movement) into a province with the bonus "Artillery" (belonging to the same player, giving the army an attack bonus of +1), and then attack another province beyond thanks to Railroads. In this case, the army does receive the bonus from Artillery. However, the Artillery bonus is only applied once for the battle against that province. I.e. if the previous army is joined by another army which was already in the Artillery province, the bonus is not added twice.
Artillery in Borderland Battles
The Artillery bonus also counts when an attack only leads to a Borderland Battle. Example: WEU has Artillery. Red attacks CEU with one army from WEU (A WEU-CEU). Blue simultaneously attacks WEU with two armies from CEU (2 A CEU-WEU). Red gains Artillery, the battle is thus 2 vs 2 and ends in a tie.