BG Rules Version 0.9

1.0 Introduction

BG is made for 1 to 8 players. The designer's recommendation is 2-5 players.

Two military alliances of 8 major countries the "Allies" and the "Axis" fight a struggle for supremacy.

The Allies:

British Empire (light brown), USA ( dark green), USSR (red and orange), France (blue), and China (yellow),

The Axis:

Germany (gray), Japan (white and red), and Italy (light green).

In case of a disagreement on one side the USA is "boss" for the Allies and Germany is "boss" for the Axis.

Neutral Countries are all countries, who are not at war on either side at the beginning of the game.

Germany is at war with France, British Empire, and Poland.

Japan is at war with China. All other countries are neutral. Japan is neutral to BE, France and Poland and vice versa. Germany is neutral to China.

There are some smaller minor countries. These minors are neutral or associated with one Side (see 2.1, the units). The British Empire and its Forces consists of its Home countries UK (no abbreviation) , Canada (C), South Africa (SA), India (I), Australia (A). Die Axis minors, the USSR, and the USA are neutral at the beginning of the game. This is subject to change during the course of the game (see time table).

 

1.1 The Maps

Both the Pacific Map and the European Map divide countries into areas. The sea is divided into sea-zones. Some areas on the map are presented in a smaller scale, others are not shown at all. For reasons of playability some simplifications have been done (For example Belgium, The Netherlands, and Luxembourg are combined to BNL ).

The red arrows indicate, what areas or sea-zones allow switching to areas or sea-zones on the other map. Furthermore there is a sea to sea connection between Coral Sea and Cape Naturaliste, as well as between Indian Ocean and Red Sea.

"Western Turkey" consists of both territories west and east of the straits called the "Bosporus". For game purposes it is counted as one area. Both land units and Naval units can cross the "Bosporus" straits without penalties. All islands in a sea-zone are treated as a unique area . In this case the same name (in golden letters) is used for both the sea-zone and the island(s).

 

1.2. Terrain

Sea zones and forbidden borders (printed white) cannot be entered or crossed by land units. This is true for example in Switzerland.

The Eastern coast of Africa is printed on the European map rotated by 90 degrees . Switching to the rest of the European map is only allowed at certain locations: West African Sea, Persian Gulf, and Sudan.

All other terrain effects are ignored in the basic game.

 

2. Counters

2.1 Units

Land Units

Infantry Armor Headquarters (HQs)

(pics)

Aircraft (Air)

(pic)

Ships

Convoy

(pic)

(transport units and destroyer escorts)

Task Force

(pic)

(A Fleet consisting of aircraft carriers, destroyers, and cruisers)

Submarines (Subs)

(pic)

Each unit has a number and a symbol printed on. The number is equal to the combat strength of the unit, the symbol identifies the unit's class.

Nearly all counters are printed on both their front sides and backsides. The backsides are flat. The front sides are rounded at their edges. The combat strengths printed on the backsides are always lower than the ones printed on the front sides.

Some units have a "0" printed on their backsides, other have no printing there at all.

 

Abbreviations to identify the different minor countries:

 

Axis minors (dark gray background):

B Bulgaria

F Finland

R Romania

HU Hungary

 

Neutrals (brown background):

IRL Ireland

T Turkey

YU Yugoslavia

NOR Norway

SW Sweden

S Spain

ARA Arabia

POR Portugal

P Poland

BNL BeNeLux countries

SIAM Siam

GR Greece

AF Afghanistan

PER Iran

Irak Iraq

 

2.2 Others

Control markers (National flags), "Losses" markers, white markers

2.3. Cards

Cards are not needed in the basic game.

 

3. The Sequence of Play

Each year is divided into 4 Quarters. In other words one turn equals 3 months. The game starts in the 3rd Quarter of 1939 and ends in the 4th Quarter 1945. The game ends before that time on the most because of one side's defeat.

There are more scenarios featuring other starting dates.

 

4. Training

Players who are new to the system, first use the basic rules and delay the advanced rules.

The designer recommends to play through the examples.

As soon as you feel familiar with the basic rules go ahead with a step by step involvement of the advanced rules. Only with these the game gets the character of history simulation.

 

4.1 Preparations

Both sides set up their forces at the same time according to the scenario setups. Markers for Quarter (printed as MON) are placed on the scenario's starting quarter Production Chart on the Pacific map and the marker "Year" is placed on the Year track of the European map . Each of the 8 major countries' starting productions are marked with the major countries' control markers.

5.0 Sequence of Play

Actions are carried out in strict accordance with the following order:

5Initiation of The Game Turn (both sides at the same time)

5.1 Check Time Table Events

5.2 Place Reinforcements

 

6 Action Segment

the Axis moves first in accordance with the following order:

6.1 Movement Phase

6.2 Combat Phase

6.3 Exploitation Phase

6.4 Control

After the Axis finished all its actions, the Allies perform 6.1- 6.4 in accordance with the given order.

7 Turn End Phase (both sides at the same time)

7.1 Conquest

7.2 Production

5.1. Check Time Table Events

 

Check the time table. If one of the listed events happens follow the given instructions.

 

5.2 Place Reinforcements

Any major country has to place its reinforcements- units in production that appear this turn- in areas with their national flags printed on. Hereafter these are called home areas. Minor countries do not have national flags and place their reinforcements within areas of their home country.

Ships can be placed into any sea-zone adjacent to home areas and not contain enemy ships. If no such sea-zones are available a sea zone adjacent to a home area containing enemy ships may be chosen.

Major countries must not place reinforcements into areas that have an abbreviation stating their control printed on only. Example: Japan controls Manchuria (JP), but must not place reinforcements there.

Special Case

The British Empire is the only major country allowed to place reinforcements outside the UK, within its home countries Australia, India, Canada, and South Africa.

6. Action Phase

The Axis is to move first, 6.1 to 6.4 thereafter the Allies.

The side to move is called 'Phasing Side', the side not to move is called is called ‚Non- Phasing Side'.

6.1 Movement Phase

All movements are conducted between adjacent areas or sea-zones; "beaming" is not allowed.

6.1.1 Ranges

All given range are maximum ranges also called movements points. A unit may move a shorter range than its maximum range.

If we speak of movement hereafter the given maximum ranges never can be exceeded.

The area the unit is in at the start of its movement is not counted for these purposes. Each unit can be moved only once during the movement phase.

Land units

Infantry: 1 Area

Arm: 2 Areas

HQs: 2 Areas

Arm and HQs can be moved through an unoccupied enemy area and move on thereafter.

Aircraft: 2 Areas

Specials for Aircraft:

1) After Combat aircraft may return to a friendly controlled area using the full range again.

2) Aircraft can only land in friendly controlled areas.

 

Ships 3 Sea-zones

 

6.1.2 Double Range

Ships, aircraft and land units can double their maximum movement range, if the do never enter an enemy controlled area or an enemy controlled sea-zone at the beginning, during, or at the end of that movement.

 

6.1.3 Use of Ships

A Transport

Each convoy can transport one unit of its own country or that of an associated country (land unit or aircraft). A convoy flipped to its backside can transport one unit flipped to its backside. A front side convoy can transport 2 units flipped to their backsides.

Loading, Unloading and Reloading

Load can be reloaded to other convoys in the same sea-zone, if that sea-zone is adjacent to a friendly controlled area. These convoys can continue movement with the load hereafter.

Loading and reloading of a convoy does not cost any movement points. Unloading a convoy into an area – regardless if friendly controlled or not- consumes all movement points of the transported unit for the actual movement phase. Conclusion: No unit can move any further after being unloaded from a convoy. During a possible exploitation phase units unloaded during the movement phase of the that turn will regain their movement ability again if the usual requirements for movement during the exploitation phase are met (see 6.3).

 

B Task Force

A Task Force (TF) can take part in land combat. Prerequisite: The area where the land combat rages is adjacent to the sea-zone the task force is in. After the combat ends the TF is returned to the sea-zone where it came from.

 

6.1.4 Phasing Side

The Phasing Side moves all its ships, aircraft, and land units first. That way is determined what areas or Sea zones will be attacked. In other words: if your units enter and area or sea-zone containing enemy units, you are attacking them.

 

6.1.5 Reaction of the Non- Phasing Side

The Non- Phasing Side can move aircraft into all areas and Sea zones, that are attacked by the Phasing Side and that are in range of the reacting aircraft. Task Forces can move into areas under enemy attack adjacent to the sea-zone they are in.

 

6.1.6. Reserve Movement

If land units are in the same area with an HQ, the land units may be moved into an area under enemy attack..

The number printed on each HQ indicates how many land units may be moved that way. The units may move into combats within their range only (see 6.1.4). Arm and HQs can move 2 areas as Reserves into combat. On the way there only friendly controlled areas may be passed. An HQ can accompany "its"

Reserves to combat, but is not forced to do so.

 

6.2 Combat Phase

6.2.1 Course of Combat

With conformance to the general order of events mentioned here the Phasing Side chooses the order in which the combats are fought.

Always the combat in one area or sea-zone is gone through completely before a new combat is executed.

Each unit fires exactly once per combat round ( each player once rolls a die per unit). Always before a die is rolled is determined for what unit this roll is conducted.

 

Exceptions: Armor are the only units that fire twice. HQs and units with an effective combat strength of "0" cannot fire at all.

If a number smaller or equal to the number printed on the firing unit is rolled a hit is scored. If the die roll is higher than the indicated number, the roll was a miss.

All combat is performed simultaneously. For reasons of playability the Phasing Side always fires first with all of its units. Mark losses of the Non Phasing Side with the LOSSES marker on the BATTLECHART.

Hereafter the Non- Phasing Side returns fire with all of its units in combat strength that was due at the beginning of the combat round. After a combat round is over (all units fired according to their limits) losses are subtracted.

 

6.2.2 Hits

Units with no printing on their backsides are eliminated after they took one hit. Each other unit can take two hits. The first hit weakens the unit and reduces its combat strength. The latter is indicated on the backside, the counter is flipped with the backside on top accordingly. A second hit eliminates this unit.

The owning side may decide which of the hit units are to be eliminated or flipped to their backside. The number of units to be flipped or eliminated is equal to the hits the enemy scored.

If a convoy with load is hit the load automatically suffers the same hits as the transporting convoy does.

It is neither possible to fire on load directly nor can a load take part in a Naval combat.

 

6.2.3 Retreats

If neither Side is completely eliminated after one round of combat, first the Phasing Side is asked, then the Non Phasing Side is asked if they wish to retreat all of their units from the combat. A retreat of only a part of the forces in a combat is not allowed.

If no side retreats a new combat round will be fought until one side retreats or is completely eliminated.

 

Land units can retreat into every adjacent friendly controlled area.

If no friendly controlled area is available a retreat may be conducted into an area that contains forces of both sides.

Aircraft can return with a range of 2 areas or Sea zones to a friendly controlled area. Aircraft cannot land in Sea zones or on Task Forces.

Ships and subs can retreat into any adjacent sea-zone as long as no enemy ships are there.

If no friendly controlled sea-zone is available a retreat may be conducted into a sea-zone that contains forces of both sides.

Units can retreat to the same or different areas/Sea zones.

Are no areas or Sea zones available according to the criteria mentioned above, no retreat is allowed and the forces have to continue fighting.

 

6.2.4 Forced Retreats

If only TF- and aircraft of one side are in an area at the end of a combat round, they have to retreat immediately. If the latter is true for both sides, the Phasing Side has to retreat.

 

6.2.5 End of Combat

A combat ends if only units of one side are left in an area or sea-zone. In this case the respective Side won the combat and now controls the area or sea-zone in which the combat raged.

 

6.3 Exploitation Phase:

The Exploitation Phase is handled in exactly the same way as the movement phase. However, movement is possible for certain units of the Phasing Side only:

1)all armor and HQs
2)Infantry units in the same area with an HQ. The number printed on the HQ gives the maximum number of infantry units to be moved now.
3) Ships that are in the same sea-zone with a Naval HQ. The number printed on the Naval HQ gives the maximum number of ships to be moved now.

A Naval HQ may alternatively be used the same way as a standard HQ.

During the exploitation phase enemy controlled areas or Sea zones maybe entered. That way new combats can be initiated. Both Sides can take aircraft but no Task Forces to support resulting land combat.

Furthermore the Non- Phasing Side can react with units in the same area with an HQ the same way as is done in the movement phase.

An HQ can accompany "its" units to combat, but is not forced to do so.

 

6.4 Control

At the beginning, each country controls every area in its own territory.

Thereafter control changes if an area is occupied by the enemy or is conquered by combat. Control changes after all land units of the former owning side are eliminated or retreated and only the attacker's land units remain there. Ships and aircraft never gain control of an enemy area without the help of friendly land units.

Conquered Areas, not occupied by friendly units are marked with the owners national flag to indicate control.

The newly occupied areas' production is given to its new owner and subtracted from the former owner's production. Both is to be marked on the Production Potential Track (see 7.2.1).

Control and production are checked immediately after the end of any combat or after the occupation of a former enemy controlled country.

Sea zones are controlled by the Side, that has ships there. Non occupied Sea zones are neutral and nobody controls them.

At the beginning and at the end of a turn there are never units of enemy Sides in the same area or sea-zone at the same time. However, it is possible for neutral ships to be in the same sea-zone as ships of one Side.

7 Turn End Phase

7.1 Conquest

A country is conquered if in the turn end phase, all areas in its home country are enemy controlled. The areas in the home country of a major country have their national flags printed on. All areas of a minor country, as Poland, Spain, or Turkey have to be enemy controlled in order to conquer it.

All areas, with an abbreviation of the owning country printed in (like: JP for Japan) are controlled by that country. The conquest of any of these areas has no effect on the conquest of the owning country.

 

Effects of a conquest:

- If a country is conquered, all areas outside the home country still controlled by that country become neutral.

- All forces of that country still on map or in production are removed from the game.

The British Empire can only be conquered home country by home country.

If a British home country is conquered, all forces of that home country still on map or in production are removed from the game. The other BE forces remain unaffected.

 

Re- Conquest:

A country can be freed by its associates through re-conquest of one area in its home country. Hereafter troops of the re-conquered country can be produced again.

7.2 Production

The Production Potential of each major country is represented by a national flag as a marker on the 'Production Potential Track', Pacific map.

Each major countries production is marked in build points (BP) at the beginning of the game.

This is equal to a major country's total production of the areas controlled by that major country. Every country can build according to its Production Potential.

The build cost of each unit depends directly on its combat strength (see 2.1):

Each Infantry unit costs build points equal to the number printed on its front side. Aircraft, Task Forces, and armor cost the double amount of this printed number.

A convoy costs 4 BP, a sub 3 BP, HQs 1 BP. (see Production Chart, Pacific map).

 

Saving of excess Production Potential is allowed. Excess Potential is marked with a national flag on the 'Saved Production Track'. A Minor country adds its Production Potential to the major country it is associated to. Units of these countries can be built by the associated major country.

If the production capacity of a major country exceeds the highest number printed on the Production Potential Track (48) a national flag is marked on 48. Excess production higher than 48 is added with a new flag.

 

 

7.2.1 Build Points in Areas

Most areas contain a rectangle with 2 numbers in. The left number indicates the amount of BP, that can be used by the country's owner or its associates only. The right number indicates the amount of BP, that can be used by conquerors. Some Areas have right number 0. Others do not produce anything at all.

 

7.2.3 Conquest Effects on Production.

If an area is conquered, the conqueror gets the right number printed in the rectangles added to his production. The former owner of the area gets the left number subtracted from his production.

If a former friendly controlled area is re-conquered the owner gets his production according to the left number back. (the conqueror only loses the right number of BPs).

 

7.2.4 Peace Production

The peace production if the USSR is 11, that of the USA is 8 (basic game), that of Italy is 6, equal to Italy's War production. All other countries do not produce before they enter the war.

Major countries with peace production may produce units while they not at war.

 

7.2.4 Production Delivery Agreements

per Quarter:

USSR 3 to Germany

Romania 2 to Germany

Sweden 1 to Germany

USA 3 to Japan

These deliveries are already included in the major countries starting production marked on the map. These deliveries are not subtracted off the peace production (if any) of the delivering country. If a delivering country goes to war with the receiving major country, all deliveries between these countries are canceled immediately.

 

7.2.5 Repair

Repaired units are flipped back to their front side and regain their full combat strength thereafter.

The combat strength difference between front side and backside is to be paid in BP. To repair aircraft, armor, and ships the double amount of the difference in combat strength must be paid for.

To repair a sub pay one BP.

 

 

7.2.6 Duration of Production

The numbers specified are the number of quarters after the actual quarter where newly built units are to be placed.

Unit Quarters

Infantry 1

Arm 3

Aircraft 2

Convoys, Subs 3

TF, HQ 4

New HQs cannot be built. All HQs appear at a certain entry date. An eliminated HQ can be re-built for one BP. This takes 4 turns.

Insufficient Units

If all units of a major country and those of associated minor countries controlled by the major country are produced, units of associated countries not controlled by the major country may be built.

Alternatively you could order more counters from us.

 

8.0 Special Rules

8.1 Neutral Areas

A neutral area cannot be entered by land units of another country or be overflown with aircraft/Task Forces of another country.

 

8.2 Neutral Countries

Neutral Countries cannot enter any area controlled by a country at war. This is also true for countries they will be associated to later in the game. This restriction is void after the neutral country enters the war.

 

8.3 War Entry

The production of the USA immediately after it enters the war is 36 BP, that of the USSR is 34 BP.

 

8.4 Declaration of War

Upon attacking or attempting to enter a neutral country, war is declared on that country immediately. Any combat action a major country conducts against a country it was former neutral to, is a declaration of war on that country

If a minor country is attacked by the Axis, the minor's forces and its production will be controlled by the BE.

If a minor country is attacked by the Allies, the minor's forces and its production will be controlled by Italy. If Italy or the BE is conquered, a random major country of that side is chosen instead.

The USA cannot declare war as long it is neutral. The USSR cannot declare war on Germany, Italy, or Axis minors (B, F, R, HU) until 2/41. However, the USSR may declare war on Japan or neutral minor countries before that time. A war against Japan or a neutral minor does not increase the USSR's peace production. However, the USSR can add conquered BPs to its peace production.

Neither the British Empire, nor France, nor a country associated to these can declare war on Japan. This is true as long Japan is not at war with the USA. If Japan declares war on BE, France or the BNL Pacific Islands, this will be a declaration of war on the USA accordingly.

The Axis major countries can declare war on the USSR as well as on the USA before the war entry dates of that countries.

 

8.5 Victory

The game ends automatically if in the turn end phase the following Victory conditions are accomplished:

- Total Axis Victory: The Axis has conquered 4 Allied major countries

- Total Allied Victory: The Allies have conquered all 3 Axis major countries

- One Side surrenders.

- Economic Victory:

Axis points: 85, Allied points: 141

Each BP counts as one point. Each Pacific Island area without production is counted as 1 point. A group of islands in the same sea-zone counts as one area and is treated as a unique area for game purposes. Victory is counted for at the end of each quarter.

If no side accomplishes a victory until the end of 1945 the game ends in a draw.