what% if% history% was% not% yetwritten…% · ! 6! onebattleboard!!...

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1 WHAT IF HISTORY WAS NOT YET WRITTEN… AMERIKA takes place in an “alternate timeline” reality to explore the possibilities of what could have happened if certain events during the war had a much different result. We travel back to 1940 at the onset of World War II. 1940: At the battle of Dunkirk, Hitler orders the continued advance of all German forces resulting in a devastating Allied defeat of French and British troops. Germany then focuses their resources on the Luftwaffe throughout the summer eventually overwhelming the RAF, and destroying the Royal Navy and their bases in Britain. By winter, the German high command agrees not to invade Russia with the end in sight for the English. A temporary deal is struck with the Russians. 1941: Germany launches Operation Sea Lion against the British mainland and her vastly underpowered defenses. King George VI and Winston Churchill are forced to flee across the Atlantic. U.K. forces are withdrawn from Africa to help defend the homeland. With the British on their heels, Japan sees the opportunity to strike. In November they assemble the massive First Air Fleet and surprise U.S. forces at Pearl Harbor inflicting heavy carrier and battleship losses.

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Page 1: WHAT% IF% HISTORY% WAS% NOT% YETWRITTEN…% · ! 6! OneBattleBoard!! Consider’this’the’battlefield.’All’combat’is’ resolved’in’an’easy’and’orderly’way’on’the’

 

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 WHAT   IF   HISTORY   WAS   NOT  YET  WRITTEN…    AMERIKA   takes   place   in   an   “alternate  time-­‐line”   reality   to   explore   the  possibilities   of   what   could   have  happened   if   certain   events   during   the  war   had   a   much   different   result.   We  travel   back   to   1940   at   the   onset   of  World  War  II.    1940:   At   the   battle   of   Dunkirk,  Hitler  orders   the   continued   advance   of   all  German   forces   resulting   in   a  devastating   Allied   defeat   of   French  and   British   troops.   Germany   then  focuses   their   resources   on   the  Luftwaffe   throughout   the   summer  eventually  overwhelming  the  RAF,  and  destroying  the    Royal  Navy    and      their    

   bases   in   Britain.   By   winter,   the  German   high   command   agrees   not   to  invade  Russia  with  the  end  in  sight  for  the  English.  A  temporary  deal  is  struck  with  the  Russians.    1941:   Germany   launches   Operation  Sea  Lion   against   the  British  mainland  and   her   vastly   underpowered  defenses.  King  George  VI  and  Winston  Churchill  are   forced   to   flee  across   the  Atlantic.   U.K.   forces   are   withdrawn  from   Africa   to   help   defend   the  homeland.   With   the   British   on   their  heels,   Japan   sees   the   opportunity   to  strike.  In  November  they  assemble  the  massive   First   Air   Fleet   and   surprise  U.S.   forces   at   Pearl   Harbor   inflicting  heavy  carrier  and  battleship  losses.  

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1942:   The   battle   for   Britain   rages   for  months.  With  Axis  forces  in  control  of  nearly  every  ocean,  the  once  mighty   isle   eventually   caves   to   the   unrelenting  pressure.   Britain   officially   surrenders   to   Germany,  but   her   colonies   fight   on…  The  U.K.   and   the  U.S.   are  severed  by  relentless  U-­‐boat  wolf  packs.  In  the  Pacific,  America  attempts  to  contain  the  Japanese  fleets  with  the  help  of  Australia,  but  this  proves  difficult  without  British  pressure  and  ample  flight  decks.      1943-­‐1945:   The   long   hard   battle   of   Russia   is   fought  from   village   to   town,   winter   and   summer.   Germany  and   Japan,   rich  with   oil,   food,   and   technology,   build  huge   armadas   and   fantastic   wonder   weapons   while  slowly   squeezing   Russian   and   Chinese   supply   lines  until   they   too   choose   peace   over   destruction.  Down,  but   not   out,   U.S.   forces   manage   to   harass   enemy  navies   while   preparing   at   home.   Cities   become  fortresses.   Homes   become   barracks.   Factories  become  research  facilities.  An  answer  to  Axis  tyranny  must  be  found…    1946:  The  transports  are   loaded.  The  men  are  battle  hardened.  The  aircraft  are  all  fueled  and  ready  on  the  decks.  One  battle  remains  to  be  decided.  The  invasion  begins…          

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[INSERT   FULL   PAGE   PIC   OF   GAME   SETUP   WITH   ALL  COMPONENTS]        

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TABLE  OF  CONTENTS    GAME  OVERVIEW…………………………………………………………………    5    GAME  CONTENTS…………………………………………………………………    5    SETTING  UP  THE  GAME………………………………………………………..    7    PREPARING  FOR  INVASION…………………………………………………..    8    BUILDING  YOUR  ARMY…………………………………………………………    8    THE  UNITS  OF  AMERIKA………………………………………………………  12    TURN  ORDER……………………………………………………………………….  17    TURN  SEQUENCE…………………………………………………………………  18    

_________________________________________________________________________________________________________________    GAME  CREDITS    AMERIKA  was  designed  and  developed  by:            Doug  Friend,  Mike  Kelley,  

Adam  Woodard,  and  Chris  Noble    Project  Manager:   Doug  Friend    Rules  developed  and  written  by:   Mike  Kelley    Game  map  art  and  graphic  design  by:   David  Prieto  Gómez  and  Adam  Woodard    Research:   Chris  Noble  and  Doug  Friend    Rules  Testing:   Chris   Noble,   Doug   Friend,   Mike   Kelley,  

Avery  Friend,  and  Pete  Brennan    Graphic  artists:   Casey   Friend,   David   Prieto   Gómez   and  

Barb  Pederson    Translations  by:   Delaja  Schuppers,  Andrea  Virga    Additional  playtesters:   Pete  Brennan,  Jason  McMurtrie,  

Avery  Friend,  Jon  Hershberger,  Alan  Brown  

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GAME  OVERVIEW    In  AMERIKA  players  choose  to  be  either  the  Axis  forces  invading  the  United  States  of  America  and  Canada,  or  the  Allied  forces  attempting  to  defend  North  America  long  enough  to  achieve  a   technological  edge  and   turn   the   tide  of  war.  The  most  unique  part  of  AMERIKA   is   the  ability  of   commanders   to  build   their  own  custom   invasion  and  defense   forces.  By   following   the  Army  Build  Rules,   each   side   can   customize   a  force  to  suit  their  own  strategy.  They  also  control  how  the  forces  are  deployed  at  the  start  of   the  game.  The  balancing   factor   is  a  victory  point   time   limit  and  a  growing  defensive   force.   The   attackers   must   move   fast!  AMERIKA   also   introduces   veteran  game   players   to   a   variety   of   new   units   like   jet   fighters   and   self-­‐propelled   anti-­‐aircraft   guns,   while   keeping   each   unit   type’s   rules   easy   enough   for   beginners   to  master.  With   just  8  unit   types   in   the  game,  purchasing  and  combat  will  move   fast  and  are  resolved  simply.  All  24  unit  sculpts  are  unique  to  this  game  and  cannot  be  found  elsewhere!    GAME  CONTENTS    One  20”  X  30”  Map  Board  

 This  is  where  the  final  Axis  assault  takes  place  and  the  fate  of  the  world  decided!  

 One  Rulebook  

 The  handy  little  book  you  have  in  your  hand!    

     80  Olive  Drab  pieces  depicting  Allied  (U.S.  and  U.K.)  units    60  Dark  Grey  pieces  depicting  Euro-­‐Axis  (German  and  Italian)  units    60  Burnt  Orange  pieces  depicting  Japanese  units  

 The  most  fun  part  of  AMERIKA!  Miniature  game  pieces  representing  the  8  unit  types  in  3  unique  sets.  You  will  use  these  to  build  your  army  and  defeat  your  opponent.                

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One  Battle  Board  

 Consider  this  the  battlefield.  All  combat  is  resolved  in  an  easy  and  orderly  way  on  the  battle  board.  Filled  with  unit  info  and  helpful  reminders  to  make  sure  battles  are  resolved  quickly  and  easily.    80  Control  Markers  

 Control  Markers  ensure  everyone  knows  when  Axis  forces  are  in  control  of  an  Allied  territory,  and  which  Axis  power  controls  it.                      

Player  Reference  Card    for  each  faction  (3)  

 

 

     100  Chips  and  (4)  12-­‐Sided  Dice  

 Use  the  chips  to  represent  multiple  units  by  placing  them  underneath  the  plastic  playing  pieces.  This  helps  keep  the  board  organized  and  efficient.                  

   

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SETTING  UP  THE  GAME    AMERIKA  can  be  played  as  either  a  2-­‐player  game  or  3-­‐player  game.  After  laying  out  the  map,  divide  the  forces  and  position  players  in  the  game  as  follows:  

 2-­‐player:   One   player   will   control   the  

Allies   (olive   green   U.S.   and   U.K.  pieces)   and   one   player   will  control   the   Axis   (grey   Euro-­‐Axis  and   burnt   orange   Japanese  pieces).   The   Allied   player   should  sit  near  the  north  side  of  the  map  by   Canada   so   they   can   easily  control   the   Allied   forces   in  Canada.  The  Axis  player  should  sit  near  the  south  edge  of  the  map  by  Mexico   to   easily   control  movements   on   both   the   Atlantic  and  Pacific  sides  of  the  map.  

     

   

3-­‐player:   One   player   will   control   the  Allies   (olive   green   U.S.   and   U.K.  pieces),   one   player   will   control  the   Euro-­‐Axis   (grey   pieces),   and  one   player   will   control   the  Japanese   (burnt   orange   pieces).    The   Allied   player   should   sit   near  the   north   side   of   the   map   by  Canada  so   they  can  easily  control  the   Allied   forces   in   Canada.   The  player   for   the   Euro-­‐Axis  (Germans)   should   sit   near   the  east   (Atlantic   Ocean)   edge   of   the  map   to  easily   control  movements  of  German  advance.  The  Japanese  player   should   sit   near   the   west  (Pacific)  edge  of  the  map  to  easily  control   movements   of   Japanese  advance.    

   

Once   sides   are   chosen   among   the   players,   give   each   player   the   colored   playing  pieces   that  match   their   chosen   faction.  Players  are  also  given   their   faction’s  Quick  Reference   Card   and   control  markers   (cardboard   roundels,   Axis   only).   Players  will  use  the  army  building  rules  below  to  determine  which  pieces  to  start  the  game  with.  The   remaining   pieces   stay   next   to   the   owning   player   off   the   board.   The   Axis  player(s)  place   the  Player  Reference  Card   for   their   faction  against   the   edge  of   the  map  nearest  their  Invasion  Zones.  Place  the  dice  and  small  plastic  chips  to  the  side  off  the  map.  

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PREPARING  FOR  INVASION    Before   the   “Invasion  Of  Amerika”   can   begin,   each   of   the   factions  must   choose   the  composition   of   their   army.   This   is   done   through   the   use   of   the   Army  Build   Rules  below.   Follow   the   Army   Build   Rules   to   customize   your   forces.   The   order   for  purchasing   and   placing   each   faction’s   units   reflect   the   difficulties   of   waging   this  foreign  war  for  both  sides.  It’s  up  to  each  commander  to  build  and  organize  an  army  that  suits  their  own  style  of  combat  tactics.  

   

BUILDING  YOUR  ARMY    

Each   faction’s   army   must   consist   of   a   MINIMUM   of   20   Build   Points   of  Infantry  but  no  more  than  40  Build  Points  of  Infantry.  Start  your  army  with  the   minimum   amount   (20   points   of   infantry   units)   and   begin   adding   to   it  based  on  the  charts  below.  To  build  your  army,  follow  this  structure:    

THE  ARMY  BUILDER    INFANTRY:   Foot  Infantry,  Mechanized  Infantry  

Must  be  a  minimum  of  20  points  and  maximum  of  40  points    FOR  EVERY:       YOU  MAY  BUY:    2  INFANTRY       1  TACTICAL  UNIT           Medium  Tank,  SP  Artillery,  Jet  Fighter    2  TACTICAL  UNITS     1  SPECIAL  WEAPON  

      Heavy  Tank,  SP  Anti-­‐Aircraft    COMPLETED  ARMY     2  HEAVY  BOMBERS    **IN  ADDITION**:    After  each  faction  completes  their  army  build,  add  1  Heavy  Tank  and  1  Heavy  Bomber  for  free  to  each  of  the  three  starting  armies.      The   Allies   (combined   U.S.   and   U.K.   forces)   may   spend   a   total   of   80   Build  Points  on  units.    The  Axis  receives  200  Build  Points  (100  for  Euro-­‐Axis  and  100  for  Japan)  to  spend  on  units.  

   

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All  units  are  purchased  in  the  order  below  and  in  plain  sight  of  all  players.  Follow  this  sequence  exactly  while  setting  up  the  game,  as  it  is  crucial:  

 All   Axis   Forces   Are   Purchased:  Building   up   for   a   foreign   invasion  takes  much  time  and  effort,  and   is  easily   noticed   by   the   enemy.   The  Euro-­‐Axis   and   Japanese   player(s)  build  their  armies  now.  If  there  is  more   than   one   Axis   player,   they  are  free  to  confer,  coordinate,  and  discuss   their   build   strategies.  Utilizing   the  Army  Builder  above,  determine   what   units   will  comprise   the   Axis   armies   at   the  beginning  of  the  game.  No  income  may   be   exchanged   in   any   way  between   the   two   armies.   No  income   may   be   saved   for   future  game   turns.   Factions   may   spend  up  to  their  starting  income  of  100  Build   Points   each.   Any   leftover  points  are  forfeited.    

All   Allied   Forces   Are  Purchased:  After   seeing  what   the  enemy  has  at  their  disposal,  choose  your   defense   force   accordingly.  The   Allied   player   is   now   free   to  examine   the   final   Axis   army  builds   and   decide   how   they   will  spend   their   80   Build   Points   to  build  an  army.  Any  leftover  points  from   the  starting  build  cannot  be  saved   for   future   turns   and   are  forfeited.  

All  Allied  Forces  Set  Up:  The  enemy  can  hit  the  beach  anywhere,  any  time.  The  Allies  must  be  prepared  for  this  with  a  solid  defensive  line.  The  starting  Allied  forces  are  now  set  up  in  any  territories  the  Allied  player  wishes,  so  long  as  the  10-­‐unit  stacking  rule  is  obeyed.  The  Allied  commander  must  attempt  to  defend  important  city  and  research  zones  with  limited  resources  while  awaiting  reinforcements  to  be  called  up  and  mobilized.    

All  Axis  Forces  Set  Up:  Study  the  defense  and  attempt  to  exploit  any  weakness.   Knowing   where   the  enemy  is  and  its  composition,  the  Axis  player(s)  can  now  stage  their  starting   forces   into   the   Invasion  Zones.   Euro-­‐Axis   forces   start   in  any   of   the   5   Invasion   Zones  marked   with   the   German   flag.  Japanese  forces  start  in  any  of  the  5  Invasion  Zones  marked  with  the  Japanese   flag.   There   are   no  stacking   limits   in   Invasion  Zones,  but   this  will   come   into   play   once  the   units   are   on   land.   No   units  from   one   faction   may   start   in  Invasion  Zones  of  another  faction.  

     

-­‐ Purchase  Axis  Forces  -­‐ Purchase  Allied  Forces  -­‐ Place  Allied  Forces  -­‐ Place  Axis  Forces    

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QUICK  START  ARMY  BUILDS    

While  learning  the  rules  of  AMERIKA  and  getting  used  to  the  units,  players  can  utilize  these  sample  builds  to  get  an  army  up  and  running  immediately.  These  sample  builds  will  also  help  illustrate  what  a  completed  army  can  look  like  after  following   the   above   rules.   The   notes   in   parentheses   help   you   see   how  many  units   were   built   versus   how  many   are   allowed   to   be   built.   Once   players   are  more   comfortable   with   their   strategies,   we   recommend   building   your   own  forces.  That’s  half  the  fun!  

 ALLIES    15  X  Foot  Infantry       30  3  X  Mechanized  Infantry        9   (18  Total  Infantry)        4  X  Medium  Tanks       24  1  X  Jet  Fighter            5   (5  of  9  Tactical  Units  Allowed)    1  X  Heavy  Tank                        Free  2  X  Self-­‐Propelled  AA       12   (2  of  2  Special  Weapons  Allowed)  1  X  Heavy  Bomber                      Free               TOTAL   80  Points    EURO-­‐AXIS  GERMANY    16  X  Foot  Infantry       32  2  X  Mechanized  Infantry        6   (18  Total  Infantry)        2  X  Self-­‐Propelled  Artillery        8  4  X  Medium  Tanks       24  2  X  Jet  Fighters         10   (8  of  9  Tactical  Units  Allowed)    2  X  Heavy  Tanks  (1  Free)        8   (1  of  4  Special  Weapons  Allowed)    2  X  Heavy  Bombers  (1  Free)     12             TOTAL                100  Points    JAPAN    8  X  Foot  Infantry       16  8  X  Mechanized  Infantry     24   (16  Total  Infantry)        3  X  Self-­‐Propelled  Artillery     12  3  X  Medium  Tanks       18  2  X  Jet  Fighters         10   (8  of  8  Tactical  Units  Allowed)    2  X  Heavy  Tanks  (1  Free)        8   (1  of  4  Special  Weapons  Allowed)    2  X  Heavy  Bombers  (1  Free)     12             TOTAL                100  Points  

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PLACING  INITIAL  UNITS  ON  THE  MAP    

Starting  with  the  Allies,  place  your  units  into  any  U.S.  or  Canadian  territory  on  the  map.  This  includes  plains,  mountains,  and  cities.  No  units  may  be  placed  in  Mexico.   There   is   a   STACKING   LIMIT   OF   10   UNITS   PER   TERRITORY/CITY.  Generally,   players   will   want   to   focus   their   strength   on   city   zones,   but   the  flanking  territories  of  cities  must  be  protected  as  well  to  minimize  the  amount  of  firepower  that  can  be  brought  to  bear  on  a  Victory  City.  Don’t  forget  to  defend  those  Research  Sites  Allies!  Those  are  your  key  to  victory.  

 After   the   Allies   are   setup,   Axis   ground   forces   are   then   setup   to   stage   the  landings.  The  Euro-­‐Axis  may  start  in  the  Invasion  Zones  along  the  eastern  and  southeastern  coastline  (marked  with  the  German  roundels),  while  the  Japanese  forces   may   start   in   the   west   coast   zones   (marked   with   Japanese   roundels).  Invasion   Zones   have   no   stacking   limit.   Axis   air   units   are   placed   on   the   “Air  Support  Box”  portion  of  the  Player  Reference  Cards  at  the  map  edges.  Air  units  may  not  start  in  Invasion  Zones.  

     

-­‐ Place  all  Allied  units  in  U.S.  and  Canada  -­‐ Stacking  Limit  of  10  units  per  territory  -­‐ Place  Axis  ground  units  in  Invasion  Zones  -­‐ Place  Axis  air  units  in  the  Air  Support  Box  on  the  Player  Cards  -­‐ No  stacking  limit  in  invasion  zones  

       

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THE  UNITS  OF  AMERIKA    

Each  side’s  forces  will  be  comprised  of  a  variety  of  units.  No  sane  commander  would   build   a   one-­‐dimensional   force!   There   are   4   different   categories   of  units  in  AMERIKA.  Each  category  consists  of  several  unit  types:    INFANTRY    Foot  Infantry    

       

Attack:  2   Defend:  4   Move:  1   Cost:  2    Special   Training:   Ignore   the   -­‐1   attack   penalty  when   attacking  

into  mountains.    

Infantry  are   inexpensive  and  good   in  defensive   situations.  But  when  attacking   in   mountain   terrain,   these   highly   trained   soldiers   are   not  affected.  They  select  Infantry  or  Mechanized  Infantry  on  a  Luck  Shot.  

 Mechanized  Infantry    

                    Attack:  3   Defend:  3   Move:  2   Cost:  3  

 Blitz:  Conduct  combat  after  moving  2  territories.  

 Mechanized   Infantry   are   an   offensive   weapon   compared   to   foot  infantry.  They  can  Blitz  Attack  or  move  2  when  not  attacking,  which  can   be   good   for   setting   up   a   quick   defensive   position.   Heavier  weaponry   over   their   non-­‐mechanized   counterparts   allows   them   to  choose  any  Tactical  or  Infantry  Unit  on  a  Luck  Shot.    

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TACTICAL  UNITS    

Self-­‐Propelled  Artillery    

              Attack:  4   Defend:  4   Move:  2   Cost:  4  

 City   Bombard:  Fire   first   in   city   attacks.  Hits   inflicted   on   units  

defending   a   city   are   removed   immediately  without  return  fire.  

 SPArty   units   are   mobile   artillery   that   can   keep   up   with   tanks   and  Mechanized  Infantry.  While  not  capable  of  a  Blitz  Attack,  they  can  get  extra  fire  power  where  it’s  needed  quickly  with  it’s  movement  of  2.  Its  real   specialty   is   city   bombardment.   An   urban   assault   with   SPArty  support   will   help   reduce   attacker   casualties.   SPArty   can   hit   any  Tactical  or  Infantry  Unit  on  a  Luck  Shot.  

   Medium  Tanks        

       

Attack:  5   Defend:  5   Move:  2   Cost:  6    Blitz:  Conduct  combat  after  moving  2  territories.  

 Medium  Tanks  are  the  backbone  of  the  assault  force.  Good  on  offense  and   defense,   and   capable   of   Blitz   Attacks,   means   a   true   enemy   to  contend  with.  Choose  any  Tactical  or  Infantry  Unit  on  a  Luck  Shot.  

   

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   TACTICAL  UNITS  (cont.)    Jet  Fighters        

         

Attack:  4   Defend:  4   Move:  6   Cost:  5    Intercept:  Force  enemy  aircraft  to  engage  the  fighter  instead  of  

bomb  ground  targets.    

Jet   fighters   are   used   in   defense   of   bombers   and   as   ground   support  during  engagements.  They   follow  special  air  combat  rules   that  allow  them   to   intercept   other   fighters   or   bombers.   However,   they   cannot  take   or   hold   territory   (only   ground   units   can   do   this).   With   a  movement   range  of   6,   they   can   get  nearly   anywhere   you  need   them  but  must  reserve  enough  movement  to  land  in  a  valid  landing  space  in  friendly   territory.  A  Luck  Shot   from  a   Jet  Fighter  will  hit  any  ground  unit  during  a  ground  attack,  or  any  air  unit  when  matched  air-­‐to-­‐air.  

       

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SPECIAL  WEAPONS        Heavy  Tanks    

         

Attack:  8   Defend:  6   Move:  1   Cost:  8    Directed  Fire:  Always  chooses  its  target  on  a  hit.    

Heavy  tanks  represent  the  latest  technology  in  ground  warfare.  These  beasts  have  Directed  Fire  so  no  Luck  Shot  is  required.  Can  choose  any  ground  target  (no  aircraft)  every  time  a  hit  is  scored.  

   Self-­‐Propelled  Anti-­‐Aircraft  Gun    

         

Attack:  4   Defend:  6   Move:  1   Cost:  6    City  Defense:  Allied  Cities  have  one  AA  gun  that  defends  only.    

SPAA  Guns  allow  for  quick  AA  defenses.  As  such,   this  AA  gun  can  be  brought  into  battle  on  the  attack  and  used  against  defending  aircraft.  It’s  anti-­‐air  only,  so  does  not  fire  on  ground  units.  

 Each   Allied   city   begins   the   game  with   an   AA   gun   that   cannot  move  (0/6/0/NA)  and  cannot  be   taken  as  a  casualty.   It  gets  one  shot  each  combat   round   at   Axis   air   units   attacking   its   city.   When   the   city   is  captured,  the  AA  guns  are  destroyed.  

       

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BOMBERS    Long-­‐Range  Heavy  Bombers        

         

Attack:  8(2)   Defend:  8(2)   Move:  N/A   Cost:  12    Heavy  Payload:  Reroll  a  miss  during  ground  combat.    

Heavy   bombers   have   the   fuel   to   stay   aloft   to   get   anywhere   on   the  game  map,   but   must   land   at   the   end   of   the   turn   in   a   valid   landing  space.  They   cannot   take  or  hold   territory   (only   ground  units   can  do  this).  Special  to  this  unit  is  its  devastating  heavy  payload.  Each  time  it  fires   in   combat   when   attacking   ground   targets   (not   matched   with  enemy   fighters   in   air-­‐to-­‐air   combat),   it  may   reroll   a  missed   shot.   In  other   words,   it   gets   two   chances   to   make   a   single   hit   on   a   ground  target.   A   “12”   rolled   during   a   reroll   is   ignored.   Only   the   first   roll  counts  against  the  heavy  bomber’s  Command  Test  in  combat.  

 When  matched  with  enemy  fighters  in  air  combat  however,  its  combat  values  are  reduced  to  2  (attack  and  defend)  and  no  rerolls  are  made.  A  Luck   Shot   from   a   Heavy   Bomber   will   hit   any   ground   unit   during   a  ground  attack,  but   it  has  no  Luck  Shot  when  matched  against  enemy  aircraft.  

                             

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TURN  ORDER    

FIRST   TURN:   On   the   first   turn,   the  Axis   player(s)   always   play   first,  simulating   their   coordinated  beachhead.  

 FOLLOWING   TURNS:   For   all  subsequent  turns,  determine  Initiative  at  the  beginning  of  each  turn:    

Each   SIDE   (one   Axis,   one   Allies)  will   roll   1D12   and   add   the  number   of   cities   captured   (or  recaptured)  in  the  previous  turn  only.   This   is   not   a   cumulative  bonus,   so   each   side  must   attempt  to  maintain  momentum  in  order  to  maintain   the   initiative!   The   side  with   the   highest   number   wins  initiative   and   plays   first   this   turn.  In   the   case   of   a   tie,   the   side   with  initiative   in   the   previous   turn  retains   initiative.   Each   side   now  follows   the   turn   sequence   to   the  right  in  the  order  of  initiative  until  the  next  turn.    For  example:  Turn  2,  the  Axis  forces  capture  4  Allied  cities  and  the  Allies  recapture   0.   For   Turn   3   initiative  the  Axis  add  4  to  their  1D12  die  roll  and   the   Allies   add   nothing.   After  Turn   3,   the   Axis   forces   capture   an  additional  3  cities  (for  a  total  of  7),  but   the  Allies   recapture  1.  The  Axis  now  add  3   to   their  die   roll  and   the  Allies  add  1.  

             

                                                   THE  TURN  SEQUENCE  IS:    1.  Place  Reinforcements    2.  Make  New  Purchases    3.  Move  Units    4.  Conduct  Guerilla  Attacks    5.  Conduct  Combat    6.   Award  Victory   Points   and   Check  for  Victory  

       

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TURN  SEQUENCE    1.  Place  Reinforcements  

On   the   Axis   player’s   turn,   Axis  ground   reinforcements   must  always   enter   the   game   in   Axis  Invasion  Zones.  Axis  aircraft  must  always   enter   the   game   by   being  placed   in   the  Air   Support  Box   on  the  Axis  Player  Reference  Card.    

On   the   Allied   player’s   turn,   all  purchases  from  the  prior  turn  can  now   enter   the   game   at   friendly  Victory   Cities.   Place   them   as   you  wish   in   the   city   zones   without  exceeding   the   10-­‐unit   per  territory  rule.    *Note:   On   the   first   turn,   no  reinforcements   would   be   placed  for   either   side,   as   there   was   no  prior  turn’s  Purchase  Phase.    

   The   Panamanian   Blockade:  Fearing   the   Axis   would   take  control   of   the   Panama   Canal   and  permanently   sever   the   link  between  East  and  West,  as  well  as  North   and   South   America,   the  collective   Allied   navies   amassed  what   resources   they   had   left   to  defend   this   narrow   strip   of  important   dirt.   As   a   result,   the  Axis  landing  plans  did  not  include  LZs  off   the  coast  of  Mexico   in   the  west,   nor   into   the   Gulf   of  Mexico  in   the   east   for   fear   their   delicate  invasion  plans  could  be  hindered.  However,   as   Allied   naval   units  dwindle,   the  opportunity   to   seize  the   Gulf   becomes   ever   more  tempting.  

 The  Gulf  of  Mexico  Sea  Zones  and  the  Sea  Zones  west  of  Mexico  are  not   allowed   to   be   used   during  Axis  setup  at  the  beginning  of  the  game.   However,   starting   Turn   2,  at   the   beginning   of   each   Axis  "Place   Reinforcements"   phase,  the   Axis   players   may   make   one  roll   each   to   determine   if   these  zones   become   available   as  invasion   zones   for  reinforcements.   A   roll   equal   to  or   less   than   the   turn   number  will  successfully  create  these  new  invasion   zones.   Place   the  appropriate  Axis   control  markers  in   the   new   invasion   zones   when  this  occurs.  One  successful  roll  by  the   German   player   unlocks   both  of   the   zones   in   the   Gulf   and   the  zone   into   south   Florida.   One  successful   roll   by   the   Japanese  player  unlocks  all  the  zones  to  the  west  of  Mexico.  

   

Cut   Off:  A  City   Zone  may   become  cut  off  if  it  cannot  trace  a  route  of  friendly   territories   to   another  Allied   city.   If   an  Allied   controlled  city  is  cut  off,  no  reinforcements  may   be   placed   there   during   this  step.      

2.  Make  New  Purchases  For   purchasing   reinforcement  units   on   the   Axis   turn,   each   Axis  power   receives   a   fixed   income  of  30   Build   Points   that   may   be  spent   on   units   in   any   manor   the  Axis   player(s)   wish.   Army   build  rules  no  longer  apply.  

 

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During   the   Allied   player’s   turn,  the  Allies  receive  income  equal  to  5  Production  Points  for  each  of  the  20  Cities  they  control  at  the  beginning   of   their   turn.   The  ability   of   the   Allies   to   field   an  adequate   number   of   troops   is  highly   dependent   on   the   number  of   cities   still   in   Allied   control.   As  such,   it  not  only  affects  the  Allied  income,   but   the   number   of  infantry   allowed   to   be   built   per  turn.   The   Allies   may   build   one  infantry   (foot   or   mechanized)  for  every  city  they  control  at  the  beginning  of  their  turn  each  build  phase.  The  remainder  of  the  build  points   must   be   spent   on   other  units   in   any   manor   the   Allied  player  wishes.  Army  build   rules  no  longer  apply.  

   

Unit  Costs    

Foot  Infantry       2     Mechanized  Infantry     3     Self-­‐Propelled  Artillery   4     Medium  Tank       6     Heavy  Tank       8  

Self-­‐Propelled  AA  Gun   6     Jet  Fighter       5     Heavy  Bomber                      12          3.  Move  Units  

All   units   that  wish   to  move  must  move   in   this   phase.   You   may  move   one   zone   per   movement  point   unless   crossing   certain  terrain.   Each   faction   may   move  some,   none,   or   all   of   its   units  while   following   the   terrain   and  movement   restriction   rules.   If   a  player’s  units  move  into  an  enemy  

controlled   or   enemy   occupied  space,   combat   will   occur   and  movement  must  end   for   that  unit  (unless   Blitz   Attacking   through  unoccupied   enemy   territory).   An  attacker  may   move  MORE   THAN  10  UNITS  into  an  enemy  occupied  space  in  order  to  attack  it,  but  will  need   to   have   excess   units  beyond   10   fall   back   to   the  territory   or   landing   zone   they  came   from   at   the   end   of   the  combat  phase.  Be  sure  to  consider  this   as   you   move   up  reinforcements   behind   the   front  lines.  If  there  is  not  enough  space  left   behind   a   failed   attack,   it   can  cause   a   ripple   effect   of   retreats  behind  it  until  the  maximum  of  10  units  in  each  territory  is  achieved.        Unit  Movement  Points  

 Foot  Infantry       1  

  Mechanized  Infantry     2*     Self-­‐Propelled  Artillery   2     Medium  Tank       2*     Heavy  Tank       1  

Self-­‐Propelled  AA  Gun   1     Jet  Fighter       6     Heavy  Bomber                      NA       *  indicates  Blitz  capability    

Mixed  Forces  Although   the   Euro-­‐Axis   and  Japanese   forces   are   working  together   in   a   coordinated   attack  on   North   America,   they   are   not  allowed   to   share   control   of  territory   nor   mix   forces   in   any  territory   or   attack.   Each   faction  has   its   own   objectives   and   is  unwilling   to   mix   forces   with   the  

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other  Axis   force.  This   also  means  that   one   Axis   faction   may   not  move   into   a   territory   controlled  by   the   other   Axis   faction,   even   if  no   units   from   the   other   faction  are  there.    A  Blitz  Attack  is  a  special  type  of  movement.  The  only  units  capable  of   Blitz   Attacks   are   Mechanized  Infantry   and   Medium   Tanks.   A  unit   may,   if   it   chooses,   make   a  Blitz  Attack  by  first  moving  into  a  friendly   space   or   an   enemy  controlled   (but   not   occupied)  space,   taking   control   of   it,   and  then  moving  into  combat.  Terrain  will   prevent   Blitz   Attacks   from  being   possible.   Be   sure   to   take  these   effects   into   account   when  making  a  Blitz.  See  Terrain  Effects  for  more  details.    

 This   German  Medium   Tank   can   blitz   the  Allied   Infantry   by   first   moving   into   the  adjacent   territory,   taking   control   of   it,  then  moving  on  to  attack  the  enemy  unit..    

 Here,  the  German  Medium  Tank  must  stop  and   conduct   combat   with   the   Allied  SPArty  instead  of  blitzing  the  Infantry.    

Aircraft   move   in   a   slightly  different   way   than   ground   units.  Both   Bombers   and   Jet   Fighters  must   move   to   a   valid   landing  space   by   the   end   of   the   “Combat  Phase”.   Jet   Fighters  must   reserve  part   of   their   6   movement   points  in   order   to   land   safely.   Aircraft  starting   on   the  map  move   in   the  same  manner  as  ground  units,  but  ignore  all  terrain  effects  unless  otherwise   noted.   Jets   starting  from   an   Axis   Air   Support   Box  count   each   Invasion   Zone  between   the   map   edge   and  destination   as   a   space   costing   1  movement   point   each.   Landing  Aircraft:   After   a   battle   is   over,  any   surviving   aircraft   on   both  sides   must   land.   Valid   landing  spaces   include   Axis   Air   Support  Boxes,   friendly   territories  controlled   since   the   beginning   of  your   turn,   and   friendly   cities  controlled   since   the   beginning   of  your  turn.  If  a  valid  landing  space  cannot   be   established   after   an  aircraft   moves,   the   move   is  considered   illegal   and   must   be  taken   back.   Kamikaze   missions  are  never  allowed.    

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Terrain   Effects   and   Movement  Restrictions  Different   types   of   terrain   in  AMERIKA  affect  units   in  different  ways.   Before   moving   units,  consult   the   list   of   terrain   types  below   for   how   the   terrain   can  impact  the  movement  and  combat  ability  of  units.      

     Invasion   Zones:   These   are   the  coastal   sea   zones   Axis   units  start  from.  Allied  ground  forces  may  not  enter  these  zones,  but  Allied   aircraft   can   if   they  choose   to   attack   the   forces  there.  Axis  aircraft  may  not  end  the  turn   in  these  zones,  as   it   is  not   a   valid   landing   zone.   Blitz  attacks   cannot   be   made   from  Invasion  Zones.      

           Cities:   These   are   the   circular  zones  with  a  named  city  inside.  These  are  what   the  Axis   forces  are   attempting   to   capture.  Attacking   a   city   zone   reduces  combat   to   only   one   round  instead   of   two.   Movement   is  only  affected  by  the  underlying  terrain   (i.e.   treat   a   mountain  city  as  mountain  terrain).    

 

         Nuclear   Research   Sites:   These  are   the   areas  marked  with   the  radiation  symbol.  These  are  the  sites   the   Allies   must   try   to  protect   in   order   to   accumulate  Victory   Points   and   win   the  game.  Like  cities,  terrain  effects  are  the  same  as  the  underlying  terrain.      

           River/Waterway:   Rivers   are  shown   as   blue   borders  between  zones.  There  are  a  few  areas   where   other   waterways  like   straights   and   lakes   can   be  crossed   and   are   marked   by   a  grey   double-­‐arrow   between  the  zones  where  movement  can  be   made.   Blitz   attacks   cannot  be  made   if   any  water  must   be  crossed.                    

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     Mountains:   These   are   the  brown   zones   with   mountains  in   them.   They   can   be   territory  zones   or   city   zones.   Blitz  attacks   cannot   be  made   into   a  mountain   territory,   but   can   be  made   from   a   mountain  territory.   All   attacking   ground  units   receive   a   -­‐1   to   their  combat   value   when   attacking  into  a  mountain  territory,  even  when   attacking   from   a  mountain   territory.   Air   units  are  not  affected.                                                    

 

       River  +  Mountains:  If  crossing  a  river  into  a  mountain  territory,  a   unit   must   reduce   its  movement  to  1  (This  means  no  blitz  or  2-­‐space  movement).    

     

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4.   Conduct   Guerilla   Attacks   (Allied  Turn  Only)  

On   the   Allied   Player’s   turn   only,  Guerilla   Attacks   are   determined  and   resolved.   To   do   this,   the  Allied   player   chooses   3   enemy  controlled  territories  to  conduct  guerilla  attacks  in.  There  may  not  be  more   than   one   guerilla   attack  per   territory  per   turn.  The   target  territories   can  be   land   territories  or  city   territories.   Invasion  Zones  and  Airbases  may  not  be  targeted.  Roll   1D12   for   each   of   the   chosen  territories.   A   guerilla   unit  successfully  hits  an  Axis  unit  on  a  1   or   2,   and   the   Allied   player  CHOOSES   one   enemy   unit   to  destroy.   If   this  attack   leaves  a  VC  unoccupied,   or   there   are   any  enemy-­‐controlled   VCs   already  unoccupied,   the   Guerillas   there  organize   into   an   infantry   unit.  Place  one  infantry  unit  in  that  city  for  free.      

 5.  Conduct  Combat  

Whenever   a   player   moves   their  forces   into   an   enemy   controlled  territory,   combat   must   occur  during   the   Conduct   Combat  phase.   In   a  City   territory,   combat  is   far   more   difficult   and   time  consuming,  and  therefore  will  last  for   only   one   round.   This   means  each   of   the   units   will   fire   up   to  one   time.   In   any   other   type   of  territory,   combat  may   last   up   to  two   rounds,   meaning   attackers  and  defenders  will   fire  up   to   two  times  each.    

Generally,   each   unit   involved   in  combat  must  roll   1D12   in   order  to   determine   if   it   hits   an   enemy  

unit,   misses,   or   retreats   before  combat   (in   the   case   of   the  attacker.   Retreats   are   explained  more  below).  Bombers  are  special  in   that   they  may   reroll   each  miss  once   per   combat   round   when  firing  on  ground  targets  as  long  as  they   do   not   retreat   on   the   first  roll.   In   other   words,   they   get   2  chances  to  score  a  hit.    

The  number  needed  to  score  a  hit  is   the   unit’s   modified   combat  value  or  less.  Roll  attacks  one  unit  type  at  a  time  (Foot  Infantry,  then  Mechanized   Infantry,   then  Medium   Tanks,   etc.).   ALL  ATTACKING   UNITS   IN   COMBAT  MUST   ROLL   REGARDLESS   OF  ENEMY  UNITS  REMAINING.  This  is   because   there   is   always   a  chance   they   will   fail   morale   and  be   forced   back   to   the   previous  territory,   even   if   the   rest   of   the  force   wins   the   battle   and   takes  control   of   the   territory   that   was  attacked.  See  below  for  special  die  roll  results.    

 There   are   2   special   results   to  always   look   for   when   rolling   the  dice  during  combat:    [12]   “Fail  Morale!”   –  Any   time  a  “12”   is   rolled   by   the  ATTACKER  in   combat,   the   attacker   must  IMMEDIATELY   retreat   one   of   the  firing   units   back   to   the   previous  territory   or   landing   zone   from  which   it   came.   This   is   done   for  each  “12”  rolled.        

 

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[1]  “Luck  Shot!”  –  Any  time  a  “1”  is  rolled   in  combat   the  unit   firing  chooses   the  other   side’s   casualty.  The  more   powerful   the   attacking  unit   is,   the   more   powerful   the  casualty   that  may   be   chosen.   See  below:  

         

   

UNIT  ROLLING  “1”     CASUALTIES  THAT  MAY  BE  CHOSEN    Foot  Infantry         Any  Infantry  Units  Mechanized  Infantry       Tactical  Units  or  Infantry  Units  Self-­‐Propelled  Artillery       Tactical  Units  or  Infantry  Units  Medium  Tanks       Tactical  Units  or  Infantry  Units  Heavy  Tanks         Always  chooses  its  ground  target  SP  AA   Gun         Any  air  unit  Jet  Fighters         Any  air  /  ground  unit  Heavy  Bombers       Any  ground  unit    

     

For   each   regular   hit   the   attacker  scores,   the  defender  must   choose  a  unit  as  a  casualty  and  move  it  off  the  Battle  Board  behind  the  box  it  was   in   (except   in   the   case   of   SP  Artillery   attacking   a   city   which  are   removed   from   play  immediately).   This   unit   will   be  destroyed  and  removed  from  play  after  it  has  had  a  chance  to  return  fire.  Once  all  of  the  attackers  have  fired,   the   defender   now   returns  fire  in  the  same  manor,  including  the   units   that   were   selected   as  casualties.   For   each   regular   hit  scored,   the   attacker   chooses   one  unit  as  a  casualty  and  that  unit   is  immediately   removed   from   play.  Once   all   defending   units   have  fired,   remove   all   defending   units  from   play   that   were   selected   as  casualties.    

For   each   territory   where   an  attack   has   been  made,   follow   the  steps  below.  The  attacker  chooses  the  order   in  which   to   resolve   the  attacks,   but   each   attack   must   be  resolved   completely   before  moving   to   the   next.   Choose   the  first  battle  and  place  all  attacking  and   defending   units   from   the  territory  onto   the  battle  board   in  their  corresponding  locations.    

 Japanese   units   make   an   attack   on   Allied  defenses   in   a   mountain   territory.   Follow  the   examples   on   the   following   pages   as  this  combat  is  resolved.    

 

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Special   Rules   for   Placing  Aircraft  on  the  Battle  Board:  If   aircraft   are   present   on   both  sides,   they   may   be   required   to  attack  each  other.  First,  match  an  attacking   fighter   with   every  defending   fighter   and  place   them  in   the   Phase   II   area   of   the   Battle  Board.   Then,   any   additional  fighters   on   either   side   must   be  matched   to   opposing   bombers.  These   aircraft   are   also   placed   in  the   Phase   II   area   on   the   Battle  Board.   Third,   any   bombers   not  already   matched   against   enemy  fighters   may   choose   to   fire   on  enemy   aircraft   using   their   air  combat  value  in  the  Phase  II  area  OR   ground   targets   using   their  normal  combat  value  in  the  Phase  III   area   of   the   Battle   Board.   If  there   are   fighters   not   already  matched   against   enemy   aircraft,  they  may  attack  ground  targets  in  Phase   III   or   double   up   on   air  targets   in  Phase  II.  This  decision  must   be   made   each   round   of  combat   before   dice   are   rolled  to  resolve  combat  effects.  If  any  of   the   matched   attacking   aircraft  roll   a   “12”,   they   must   retreat   as  per   the   “Fail   Morale!”   rule,   but  defending   aircraft   matched   to   it  are  still  required  to  fight  in  Phase  II.   They   cannot   be   moved   to   the  Phase  III  area.    Step   1:   Resolve   Anti-­‐Aircraft  Fire.   For   each   territory  containing  at   least  one  SPAA  unit  and   any   enemy   aircraft,   each  SPAA   unit   for   both   attackers   and  defenders   will   attempt   to   shoot  down   one   enemy   aircraft   each  round  of  combat.  The  Phase  I  area  of   the   Battle   Board   will   help   to  

resolve   AA   fire.   Roll   one   die   for  each  AA  unit.  Each  hit  requires  an  air  unit  to  be  chosen  as  a  casualty.  Remove  casualties  from  SPAA  fire  immediately.   Aircraft   cannot  return   fire   when   shot   down   by  SPAA.  

 City   Defense   Guns:   Each   city  begins   the  game  with   its  own  AA  gun.  This  is  the  equivalent  of  one  SPAA   unit,   but   it   cannot   move.  Therefore,   it   only   fires  defensively,   one   shot   per   round,  against   an  attacking  Axis   aircraft.  It  will  hit  an  attacking  aircraft  on  a   “6”   or   less.   Once   the   city   is  captured,   the   AA   unit   is  considered  destroyed   and   cannot  be  used  by  Axis   forces.   If   the  city  is   liberated,   flip   over   the   Axis  control   marker   instead   of  removing   it   to   show   the  AA  guns  have  been  destroyed.    Step   2:   Conduct   Attack.   Each  side  now  resolves  ONE  ROUND  of  combat  starting  with  the  attacker.  Begin  with  the  Phase  II  area  of  the  Battle   Board   and   resolve   air-­‐to-­‐air  combat.  Roll  a  number  of  dice  equal   to   the   number   of   combat  units   separately   for   each   type   of  unit.  SPAA  Guns  will  not  fire  again    

 Starting   off   with   anti-­‐aircraft   fire,   the  Allied   SPAA   rolls   a   die   looking   for   a  6   or  less.   3!   The   Japanese  must   choose   an   air  unit  to  lose.  A  fighter  is  selected.  

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 in  this  step  however.  They  fired  in  Step   1.   For   each   hit   scored,   the  defender  moves   a   unit   behind   its  Phase   II   column   on   the   Battle  Board.   Only   units   in   the   Phase   II  area   can   be   taken   as   casualties  during  air-­‐to-­‐air  combat.  Now  the  defender   returns   fire.   Repeat   the  above  process  for  defending  units  including   those   that   have   been  chosen   as   casualties.   After   one  round   of   fire   is   resolved   on   both  sides   for   air-­‐to-­‐air   attacks,  remove   all   casualties   in   Phase   II  and   repeat   the   process   for   Phase  III.   Don’t   forget   to   adjust   the  combat   strength   of   ground   units  for   any   terrain   effects.   Also  remember   to   return   fire  with   the  defender’s   casualties.   Once   a  round   of   combat   has   been  resolved   for   ground   combat  (Phase  III),  proceed  to  Step  3.    

 Since  there  is  no  air-­‐to-­‐air  combat  in  this  attack,   Phase   II   is   skipped.   In   Phase   III,  the   Japanese   Infantry  need  2’s   to   hit,   but  roll  a  3  and  7.  Miss.  The  fighter  needs  a  4  to   hit   and   gets   one.   The   Medium   Tank  needs   a   4   or   less   (modified   from   5   for  attacking   in   the   mountains),   but   rolls   a  12.   Retreat!   It’s   forced   to   return   to   the  territory   it   came   from.   Now   the   Heavy  Tank   fires  needing  a  7   (modified   from  8)  and  rolls  a  3.  That’s  a  hit,  and  since  it  gets  to   choose  a  ground   target,   it   chooses   the  enemy  Heavy   Tank   of   course!   Last   is   the  bomber,  needing  an  8.  It  rolls  a  9,  but  gets  to   try   again.   Rolling   a   5,   it   scores   a   hit.  The  Allied  player  chooses   two   infantry  as  casualties.  

 Step   3:   Hold   or   Retreat.   The  Defender  may  now  choose  to  stay  and   fight,   or   retreat   all   units   to  one   adjacent   friendly   territory.   If  all  defending  ground  units  choose  to   retreat,   the   attacker  immediately   takes   control   of   the  territory   (see   Step   5   below).  Aircraft   may   not   take   control   of,  nor  retain  control  of  any  territory  or   city   on   their   own.   If   only   air  units  remain  as  defenders  against  enemy   ground   forces,   they  must  retreat   to   an   adjacent   friendly  territory.   If   they   cannot   retreat,  they   are   destroyed   immediately  and  removed  from  the  board.  The  defender  must  have  ground  forces  present   in   order   to   continue  defending  and  cannot  defend  for  a  second  round  with  aircraft  alone.  

   

 Now   the   Allies   return   fire.   All   3   Infantry  fire  needing  4’s.  A  2,  8,  and  11  is  rolled  for  one  hit.  The  Heavy  Tank   fires  now  at  a  6  or   less.   Rolling   a   5,   it   chooses   its   target  and   gets   revenge   on   the   Japanese   Heavy  Tank.    

 Casualties  on  both  sides  are  removed  and  the  situation  is  assessed.  

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Step  4:  Press  the  Attack.  During  attacks   in   any   NON-­‐CITY  territory,  the  Attacker  can  choose  to   press   the   attack   for   another  round   of   combat,   or   fall   back   to  one   of   the   territories   the  attacking   units   attacked   from.  Attacking   aircraft   may   attack  without   ground   forces   but   will  not   control   the   territory   at   the  end   of   combat,   as   they   must  return   to   a   valid   landing   zone.   If  the   attacker   so   chooses,   repeat  Steps   1   and   2   once   more   to  complete   a   second   round   of  combat   in   the   same   territory.  Then   continue   to  Step  5   skipping  steps  3  and  4.                              

 The   Allies   choose   to   stay   and   hold   the  territory.   The   Japanese   think   better   of  attacking   for   a   second   round   and   risk  their   aircraft   to   another   AA   hit.   Instead,  they   fall  back  with  the  remaining  ground  unit   and   return   the   aircraft   to   the   Air  Support  Box.    

Step   5:   Reorganize.   If   the  attacker   has   driven   out   or  destroyed   all   defending   ground  units   in   the   territory,   place   (or  remove)   a   control   marker   to  show   the   territory’s   controlling  faction.   If  more  than  10  attacking  units  were   involved  in  the  attack,  choose   which   10   will   remain   in  the   new   territory   and   return   the  remaining   units   to   one   adjacent  territory   in   which   they   moved  from.   Land   any   surviving   aircraft  from   the   battle.   Proceed   to   the  next  battle.  

       

 Unit  Combat  Values  

Attack/Defend/Move/  Cost  Special  Ability  or  Restrictions  

 Foot  Infantry     2/4/1/2  

No  penalty  for  mountain  attack    

  Mech.  Infantry     3/3/2/3  Blitz  Attack  

    SP  Artillery     4/4/2/4    

Bombardment    

  Medium  Tank     5/5/2/6  Blitz  Attack  

 SP  AA  Gun     4a/6a/1/6  

Only  hits  air  units    

  Heavy  Tank     8/6/1/8  Always  chooses  land  target  

    Jet  Fighter     4/4/6/5  

Intercepts  other  aircraft    

  Heavy  Bomber     8/8/-­‐/12  Reroll  ground  attacks  

   

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6.   Award  Victory   Points   and   Check  for  Victory    

After   each   Allied   Player’s   turn,  the   Allied   Player   rolls   1D12   and  adds   5   points   for   each   research  facility   controlled.   This   is   the  number   of   Allied   Victory   Points  scored  for  the  turn.  Add  this  total  to   the   previous   turn’s   total,  keeping   a   tally   on   note   paper.  Once   the   Allies   have   100   Victory  Points,   they   succeed   with   their  Nuclear  Technology  and   can   turn  the  tide  of  war.    

After   both   sides   have   completed  their   turn,   the   Axis   counts   the  number   of   Victory   Cities   they  control   between   both   Axis  

factions.   If   they   control   12   or  more   Allied   cities,   the   game   is  over   immediately   and   the   Axis  has   won.   If   the   Allies   have  accumulated   100   Victory   Points  or   more,   the   game   is   over  immediately   and   the   Allies   have  won.    

In   the   event   both   of   the   above  happen  in  the  same  turn,  the  side  with  initiative  wins  the  tiebreaker  and  wins  the  game.    

Once   both   sides   have   taken   their  turn   and   followed   the   above  sequence   to   check   for   victory,   if  no   victory   has   been   achieved  continue  to  the  next  turn.  

   

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A  SPECIAL  THANKS  TO  OUR  KICKSTARTER  BACKERS  THAT  MADE  AMERIKA  A  REALITY…  

 [List  all  backer  names  here]        

     

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PLEASE  FEEL  FREE  TO  CONTACT  US  ANYTIME  WITH  QUESTIONS  OR  COMMENTS:  

   

HISTORICAL  BOARD  GAMING    

www.historicalboardgaming.com    

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