Upload
haggard72
View
222
Download
1
Embed Size (px)
Citation preview
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 1/44
Counter-Attack!
Expansion RulesBy John F. Montagne
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 2/44
Counter-Attack Field Manual
GAMEPLAY_________________________________________________________________3
THE GAMEBOARD_________________________________________________________4
SETTING UP THE GAME______________________________________________________5
THE TURNS/ACTION CARDS_________________________________________________7
THE MILITARY UNITS_______________________________________________________8
GOVERNMENT TYPES/COUNTERS______________________________________________9
NEUTRAL MINORS___________________________________________________________10
CAPITAL CITIES__________________________________________________________11
PRODUCTION POINT (PP) & OIL RESERVE CERTIFICATES_____________________12
ECONOMICS CARDS________________________________________________________12
Trade Routes_______________________________________________________13
Trade Route Auction______________________________________________14
MOVEMENT_______________________________________________________________14
LAND BATTLES______________________________________________________________17
NAVAL BATTLES___________________________________________________________19
Submarines__________________________________________________________19
STRATEGIC MOVE_________________________________________________________23
BUILDING NEW UNITS________________________________________________________23
DIPLOMATIC BLITZ_______________________________________________________24
POLITICAL ACTION CARDS_______________________________________________25
TECHNOLOGY & TRADE CARDS________________________________________________27
STRATEGIC BOMBING___________________________________________________________28
COMMERCE RAIDING__________________________________________________________30
PRODUCTION______________________________________________________________31
NUCLEAR WEAPONS____________________________________________________________32
COMMAND UNITS____________________________________________________________35
ENDING & WINNING THE GAME___________________________________________________36
REFERENCES____________________________________________________________37-39
2
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 3/44
Gameplay
This advanced version of Attack! is a game of expansion and
conflict set in an “alternate history,” pre-World War II
era. You and the other players will become leaders of the
most powerful empires in the game (major nations). Whilethe major nations controlled by the players are not
necessarily those in the history books, aspects of the game
are based on the period and are true to the atmosphere and
flavor of the era:
• The four government types (Communism, Democracy, Monarchy, and Fascism) in the game are the same ideologies that struggled to spread their influence throughout theworld in the mid-twentieth century.• The ten years from 1935 to 1945 saw astonishing leaps forward in technology: clumsybiplanes became swift aircraft; radio, radar, and sonar allowed unprecedented access toinformation on the battlefield; advanced code-breaking efforts proved to be the genesisof computer technology; synthetic oil and other petroleum products sparked a revolutionin synthetic materials and plastics; the atom was simultaneously tamed and unleashed;and rockets allowed explosives to be delivered over greater distances.• Strategic bombing by fleets of flying fortresses and commerce raiding by submarinestargeted the economy and civilians of warring nations like never before.
You will start the game with a few regions and attempt to
add minor neutrals (those regions not owned by any player)
to your “sphere of influence.” This can be accomplished
through political pressure (the Diplomatic Blitz action) or
direct intervention (moving military units into the region
and fighting the defending forces - invasion). You willfind that it’s easier to convince minor neutrals to join
your sphere of influence if they have the same government
type that you do, and if they border a region under your
control. Some Political Action cards will allow you to
influence minor neutrals to change their government type to
one more friendly to yours. You may also decide that
regions controlled by another player would be better off
under your leadership. Usually this will require you to
move in your troops (Attack!). As a last resort, you may
have to nuke them…
For each new region that you acquire, you will also get an
Economics Card and a Political Action Card. The economics
card represents the benefit to your economy that the new
region adds to your nation. The political action card
represents the political and diplomatic prestige gained by
your increase in power and can be used to influence world
events (each card has a description of what it effects).
3
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 4/44
As you expand the number of regions that you control, your
economy will grow. Even if you do not intend to conquer
your opponents, you will still need to build a strong army
and navy to defend yourself against foreign aggression. The
Production Points generated by your economics cards and
capital city can be used to build up your military. They
may also be used to invest in new technologies that can
give you advantages over other nations, or in new trade
routes that will further expand your access to wealth.
The game ends when any player is knocked out of the game
(they have lost their capital, and their government-in-
exile piece/command unit is taken/destroyed in battle).
The victory conditions are listed on page 37 & 38; whoever
has the most victory points wins.
The Game Board
The game board represents the world in 1935, just a few
years before World War II began in Europe and several
smaller revolutions were in full sway across the globe. The
land areas are divided into “regions” for purposes of
movement and battle. Each region in the game has a name.
Land areas that are not named cannot be moved into. On the
eastern half of the world you will notice several island
chains. Each of these groups of islands is named and is
treated as one land region. Any islands or regions that are
not named are not valid regions and may not be moved into.
The eastern half may be placed next to the western half to
form an extra-large map of the world. It is recommended
that the large combined map be used in games with more than
four players. However, you may decide that you want to play
on a map with many regions with only a few players or that
you want to play on a small map with many players. When
playing with only one map segment, it is recommended that
you use the western half of the world for a more balanced
game.
4
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 5/44
The gray lines that stretch across the seas from one land
region to another are called “sea lanes.” Sea lanes allow
amphibious movement between the regions that are connected
by the sea lanes – provided there is at least one destroyer
to accompany the troop convoy of transport ships (convoys
do not have representative pieces, as they are many
different fleets of smaller ships). Some sea lanes do not
connect to land regions. These sea lanes have no special
function unless you are using the eastern half of the world
and should be ignored when playing with only the Western
half of the world.
The seas are also divided into different areas. Sea Areas
are used to regulate movement and battle for the naval
pieces (units). During your movement action, you may move
any or all of your naval units (Submarines, Destroyers,
Battleships and Aircraft Carriers) one or two sea areas.
Sea Zones are a special type of sea area. A Sea Zone
(marked with an anchor symbol) allows amphibious movement
from any region that touches it to any other region that
touches it (as if there were sea lanes crisscrossing
between all of the regions adjacent to the Sea Zone),
provided the player making the amphibious move has at least
one Destroyer in the Sea Zone featuring a Sea Lane.
When playing with both map segments, the world “wraps
around.” The sea lanes that go off the western edge of the
combined map are linked to the sea lanes that go off theeastern edge (in the Pacific Ocean). Movement is allowed
along a sea lane in a single move. (Example: You can move
from Chile to the Gilbert Islands, from Panama or the
Western United States to Hawaii, and from Alaska to Midway
Island and vice versa – provided that you have a destroyer
in each sea area to be transported through).
NOTE: The Black Sea (south of Ukraine) is a part of the Mediterranean Sea Zone.
NOTE: Using the Panama or Suez Canal requires 1 of the following:
• The player must own the region that the canal is in.
• The minor neutral which owns the canals must be the same government type.
• A player owning a canal can give permission to pass through, and charge 3PP
during a Trade Action. Passage is then allowed for the remainder of the turn(see page 28).
NOTE: The Arctic Circle is NOT a valid sea area and may not be moved into.
5
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 6/44
Setting up the Game
STEP 1: Each player chooses one color for his pieces from those available. This will
be their color for the entire game.
Give each player the following:
Army Pieces: 12 Infantry, 6 Tanks, 4 Artillery, and 2 Planes
Navy Pieces: 1 Aircraft Carrier, 1 Battleship, 3Destroyers, and 3 Submarines
Production Points: 30 Production Points
Oil Certificates: 30 Oil Certificates
Economic Cards: 4 cards drawn randomly from the EconomicsDeck (which should be shuffled prior to dealing the players
their cards). After dealing the player’s their economics
cards, place the remaining economic cards to the side face
down. This deck will be drawn from later as players gain
neutral (un-owned) regions.
Trade Route cards: The players do not get any trade routecards at the beginning of the game. While these areeconomics cards, they are not drawn randomly from the
economics deck. Instead they are purchased at auction. Take
the trade route cards out of the economics deck and place
them face down on the table near the other decks.
Political Action cards: 4 cards are drawn randomly from thepolitical action deck (which should be shuffled prior to
dealing the players their cards). After dealing the players
their political action cards, place the remaining political
action cards to the side, face down. This deck will be
drawn from at the end of each turn and as players gain
neutral (un-owned) regions. Other instances may cause a
player to draw more political action cards.
Technology deck: Players do not get any technology cards at
the beginning of the game. Place the technology deck on thetable near the other decks, face down.
STEP 2: Roll to see who goes first. The player with thehighest roll on two regular dice goes first, followed bythe player to his or her left, and proceeding clockwisearound the board.
6
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 7/44
STEP 3: Starting with the first player, each player placesone infantry piece on any un-owned region. (Once a player places his piece on a region, he owns it.) Once each playerhas chosen four regions, proceed to the next step.
STEP 4: Starting with the first player, each player takes aturn placing five of their units. They may choose any oftheir units and place them in any region or regions thatthey own. When they are placing their naval units, each player may choose only one sea area in which to place them during the entire setup process. This sea area may not beone that already contains another player’s units. This process goes on until all players have placed all of theirunits.
STEP 5: Starting with the first player, each player takesturns placing their Capital City on one of their regions.
STEP 6: Starting with the first player, each player will pick their government type. Each player places hisgovernment-type counter in the region with his capitalcity. (If your capital city is ever captured, you will place the counter in front of you so that other players maysee it.)
Government Types: Players roll for first choice of
Government, highest chooses first, ties are “rolled off.”
Once 4 players have chosen 1 of the 4 governments, the
remaining players repeat the process until each has agovernment type.
Suggested yet Optional Rule: If you want a game with more interaction between players,then each player must choose each of his/her starting capital regions from a differentcontinent: North America, South America, Eurasia, Africa, East Asia, and the PacificIslands. See page 38.
NOTE: At the beginning of the game, players should establish the End Game requirementsand Victory conditions from the options listed on page 36.
7
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 8/44
The Turns via Action Card Rules
Every round/action has an oil cost which is kept track of
by one ten-sided die (d10), starting at 1 oil and
progressing each round to 10, this is the cost of whichever
action is chosen + any costs of the action. There are 10actions/rounds in 1 turn. After the 10th turn the oil cost
resets to 1. Each round, all players secretly choose the
action card they want to play and place it facedown in
front of them. All players simultaneously reveal their
card. The player with the lowest (#) card resolves their
action first (break ties with a d6). Resolve actions in
ascending order. Once all actions are resolved, all
players reveal their next card, etc. (paying oil costs as
is appropriate). When a “Once Per Turn” action is used, it
remains revealed until the next turn (when the d10 reaches
1 again). A player must always choose an action, but they
do not have to execute the order if they don’t wish to –
and thus do not have to pay the oil).
HINT: Don’t use up too much oil early in the game without having the ability to replaceit, otherwise you may find yourself without enough oil to respond to opponents’ actionslater.
The list of actions that you may choose from, and a shortdescription: (All actions are described in detail later inthis manual).
MOVE (Once/turn) Moving your units (land and naval), and conducting any battles that resultSTRATEGIC MOVE Long distance move for land units only. No battles may result. Regions mus
have an unobstructed link. Neutral governments and other players’units/regions break link (exceptions: Planes & Subs)
BUILD NEW UNITS You spend your Production Points to build new military units and place themon the board.
DIPLOMATIC BLITZ(Once/turn – with exception)
An attempt to bring un-owned regions (minor neutrals) into your sphere of influence using diplomatic means (if fail the very first time, may spend the ocost of the next round and repeat). Players of the same Gov. type as theregion of a failed Blitz, receive a free Blitz attempt (like Governments roll offIf the free Blitz option is not taken, then a reinforcement counter is placed.
PLAY POLITICAL CARDS You may play as many of your political action cards as you want (includingthose that you steal as a result of cards played). Cards labeled as “blocks” d
not have to be played during this action.TRADE ROUTE AUCTION You bid 5 PP’s (or more), starting an auction with the other players in anattempt to acquire a trade route card that can be used as a “wild card.”Routes are not revealed until raided.
RESEARCH TECHNOLOGY You make an attempt to discover a new technology. If you already have atechnology, you may attempt to discover nuclear fission with no Prod. Pointmodifiers. The 4th tech. and beyond is chosen. Newly acquired technologycards do not have to be revealed until used.
TRADE You may trade Production Points for Oil Certificates, Political Action Cards orbuy right of passage through a canal from other players. Trades with playermay be discussed beforehand.
8
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 9/44
STRATEGIC BOMBING(Once/turn)
You may “bomb” another player’s economy using your planes to knock outhis economics cards for the turn. All Planes involved must be on the samecontinent, as is the regions to be bombed.
COMMERCE RAIDING(Once/turn)
You may attack another player’s Trade Routes with your submarines. One hdecommissions a trade route for that turn and two hits destroys the traderoute (returning it to the Auction Block/Trade Route deck).
At the end of the 10th Round, three things occur before thenew Turn (the d10 resets to 1) begins:
1) All players collect the appropriate amount of
production points and oil certificates based on their
Economics cards and Capital(s) (see “Production”
below).
2) Each player draws one random Political Action card
from the deck of unused Political Action cards.
3) Every minor neutral featuring a reinforcement counter
(the reverse side of a government counter), must havethe appropriate rolls and units added to its region.
The Military Units
There are two types of military units available to you:
LAND UNITS These units are used to occupy regions and fight battles.
Each region that you own must have at least one land unit
on it at all times (a squadron of Planes is considered a
land unit). You may not move the last unit out of one ofyour regions unless you first move another one in to take
its place. In order to take control of a region, an
attacking force must have at least 1 land unit that is not
a Plane.
NOTE: It is suggested that small counters be used to avoid clutter in the instances where small regions are hosting hordes of troops. A smaller “battle board” is also useful.
NAVAL UNITS These units are used to occupy sea areas, establish troop
convoys, and fight naval battles. They can also preventyour opponents from making amphibious moves, hinder
aircraft flying near carriers, and conduct offshore
bombardments with battleships. You are not required to
maintain occupation of a sea area and may move your last
naval unit out.
9
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 10/44
Government Types / Counters
There are four Government Types: Communism, Democracy,
Monarchy, and Fascism.
After each player establishes which government type theylead, a corresponding government type counter is placed on
the region of their capital. All regions that belong to you
(signified by at least one of your military units) are your
government type and government counters are not used.
For purposes of game play, the four government types are
seen as laying on a spectrum (counter reference on page 38):
Communism - Democracy - Monarchy - Fascism
The spectrum has Communism on the extreme “left” and
Fascism on the extreme “right,” with democracy and monarchy
nestled between them. This spectrum is important when
determining how far away another government type is from
your own when performing Diplomatic Blitz actions or when
playing certain Political Action cards that allow you to
change a minor neutral’s government type.
EXAMPLE: Communism is considered one away from democracy,
two away from monarchy, and three away from fascism.
Monarchy is one away from Fascism and Democracy, and two
away from Communism.
NOTE: Despite the theories of some political scientists, for the purposes of this game Fascism and Communism are NOT next to each other on the spectrum (i.e. it does not wrap around).
Neutral Minors
The regions that are not owned by any player are called
“Neutral Minors.” These are unstable governments or nations
that can be influenced by empires. Your armies may not
move through these regions without fighting a battle(except your plane units which may “fly over” a neutral
region on the way to another region). You may however, move
armies into a neutral region to attack it.
10
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 11/44
When you attack a neutral region, you draw a random card
from the unused deck of Economics cards and place a counter
which corresponds to the card on the region. This is the
card that you will get if you win the battle against the
defending forces. The units that you must fight are listed
on the bottom of the card.
If the neutral region is of a government type of another
player, that player controls the neutral army. If the
neutral is of the same government type as the attacker,
then the player farthest away on the government scale
controls the neutral.
When setting up a battle with a neutral, the player
controlling the neutral forces uses a color not being
played to represent the neutral armies. When the battle
ends, if the neutral forces win (and also get to
reinforce), all surviving neutral armies remain. If that
neutral is attacked again later, it has the same units.
Each neutral minor has a government-type counter that is
determined by a 1d4 (1=Communism, 2=Democracy, 3=Monarchy,
4=Fascism). When you conquer a minor neutral or get them to
join you as a result of a Diplomatic Blitz action or a
Political Action card, several things occur:
1) The counter is removed
2) You draw one Political Action card
3) You gain one Economics card
4) If you gained the region as a result of a DiplomaticBlitz action or a Political Action card, you also
get one free infantry unit which is placed in the
region to signify your ownership.
11
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 12/44
Reinforcements for NeutralsWhen a minor neutral successfully repels an invasion or a
players foregoes an opportunistic Diplomatic Blitz (see
page 24), it reacts by reinforcing its national defense.
The minor neutral receives another government counter –
though instead of the government type revealed, the reverse
side featuring a soldier is placed face-up on the region.
At the end of the turn all minor neutrals that feature this
counter are considered to have reinforced their defenses
and this second counter is removed. To reinforce a minor
neutral, the player with the same government type rolls a
4-sided die equal to the economic value of the region (each
roll is 1 unit of that type):
1 = infantry 2 = artillery 3 = tank 4 = plane
Capital Cities
You place your capital city in one of your starting regions
during the setup of the game. It may not be moved or
destroyed during the game. It is possible to capture
regions containing other player’s capitals and gain the
economic benefit. During your Build New Units action, youget 10 Production Points and 1 Oil Certificates for eachcapital city that you own.
NOTE: When a player’s units are defending their own capital, that player receives 1
extra die in combat.
Capturing a capital city: When a player captures a capital
city, that player plunders much of the defender’s (original
owner’s) oil reserves (taking half the oil cert., rounding
down), stored resources (taking half the production points,
rounding down), their political influence (taking all their
political action cards), and discovering their sciences
and/or capturing their scientists before they’re secreted
away (taking half of the technology cards – randomly. Must
have at least 2 for this to happen).
HINT: Don’t lose the region containing your capital! On the other hand, owning more than one capital city will make your economy very strong. Try to take another player’s capital city if you can.
12
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 13/44
Production Point (PP) Certificates and Oil Reserve Certificates (Certs.)
Production Point Certificates (or PP’s) are like currency
and are used to track the production points that each
player’s economy generates at the end of every turn. (See
“Production,” for how PP’s and Oil Reserves are generated).
Production Points and Oil Reserve Certificates may be saved
from turn to turn. They do not have to be spent in the same
turn that they are produced.
Oil Reserve Certificates (also called Oil Certificates or
Oil Certs.) are used to track the amount of oil that you
have in your “oil reserve.” Oil Certificates are spent
every time that you perform an action during a round. The
first action of your turn costs 1 Oil from your reserve (1
Oil Certificate), the second action costs 2 Oil
Certificates, the third action costs 3 Oil Certificates,
and so on. A player may perform as many actions in a turn
as they can afford (in Oil Certificates).
Economics Cards
Each player starts the game with four economics cards (one
for each region that they start with). Once the game
begins, you gain additional cards in one of four ways:
1) By attacking a neutral region and winning the resulting battle.2) By attacking a region owned by another player and winning the resulting
battle. In this case, you draw one random card from a selection of all of the defeated player’s economics cards. (The defeated player shuffles his“hand” of economics cards and allows you to draw one card.)
3) By executing a successful Diplomatic Blitz action. In this case, yourandomly draw one card from the deck of un-owned economics cards.
4) Through trading with another player.
Each economics card has a “suit” and a value. The “suit” is
located at the top of the card and the value is located
just below the suit as well as at the bottom right corner.
The value printed on the card tells you how many
“Production Points” (the currency for buying new units)
that card is worth.
13
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 14/44
There are six suits: Population, Minerals, Factories, Oil,Rail Transport, and Trade Routes. At the end of the turn,
you will add all the production points on all of your cards
to determine how many production points you will receive
that turn.
This is a very straight-forward process with one twist: Any cards that form part of a “set” are worth double the point value printed on the card.
A “set” is comprised of four cards, one of each suit except
“Population.” Thus a set must have one EACH of: Oil,
Minerals, Factories, and Rail Transport. Population cards
may NEVER be a part of a set.
Trade RoutesTrade route cards are different from the other suits (oil,
minerals, rail transport, factories, and population) in two
ways:
1) They are not acquired when you gain a new region, but are purchased after anauction, and thus are kept in a separate pile than the rest of the Economics cards.
2) Once they are acquired they are used as a “wild card” when calculating your Production Points at the end of each turn. They can “become” any other suit (oil,minerals, rail transport, or factories) for the purposes of forming “sets” or adding
oil certificates to your reserve (but not both simultaneously). You are free to changethe suit of a trade route card at the end of each turn to your best advantage beforecalculating production.
Each trade route card has a particular sea area printed on
the card. This is the sea area that the trade route is
“based in.” When a player wishes to attack this trade
route, they will need to have submarines in that particular
sea area when they choose the Commerce Raiding action.
HINT: Trade route cards not only have values that aregenerally higher than other Economics cards, they can also
double the value of all four cards in the “set” that they
complete. While they are not vulnerable to strategic
bombing, enemy subs can wreak havoc on your trade routes.
It is advisable to move some destroyers and perhaps
aircraft carriers into the sea areas that the trade route
is based in (printed on the card).
14
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 15/44
NOTE: Trade Routes and the Trade action (trading with other players) are not related .
Trade Route Auction
When you choose the “Begin Trade Route Auction” action, youstart the “bidding” for a trade route card at 5 PP’s or
more. The bidding then progresses clockwise around the
board until all players but the highest bidder pass. The
highest bidder must then pay the PP’s that they bid to the
bank and draw a random card from the available (un-owned)
Trade Route cards. The commerce of the route now belongs to
them (neutral boat unit placed in their capital region),
its location is kept secret until raided (boat unit is
moved to the Trade Route), thereafter kept revealed until
destroyed.
Movement
When you choose the “Move” action, you may move any or all
of your land units. Each unit may be moved from the region
that it started in, to any adjacent region. Planes and
tanks may move two regions from their starting region. When
moving two regions, your tanks may not move through a
region not owned by you, but your planes may (see Hostile
Airspace below).
BATTLES
Battles result when you move units into a region owned byanother player. After you have moved all of your units, you
will resolve any battles. Once a battle begins, you may not
move any more units with this action, so be sure that you
are done moving all your units before you start fighting
your battles.
Hostile Airspace: If ever a plane(s) flies over a region of
another player who has a plane(s) in that region, the owner
of the region may elect to have a ‘Dogfight.’ A dogfight
is 1 cycle of combat between the planes as per strategic
bombing – though in this case all are considered fighters.After the 1 cycle, the planes violating the airspace may
proceed to their intended target region.
15
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 16/44
AMPHIBIOUS MOVEMENTAmphibious movement is when you move a unit from its
starting region to another region that is connected to it
by a “sea lane” (a gray line). These routes are those most
commonly used by merchant ships and troop convoys, starting
and ending at locations suitable for massive troop
deployments. All units that use amphibious movement must
start their move in the region on one side of the sea-lane
and move no further when they arrive in the region at the
other end of the sea-lane. In other words, they may not
move before or after the amphibious move.
When you want to move units amphibiously, you declare the
move and place the units on the sea-lane. In order to make
an amphibious move as a Strategic Action, you must have
“safe passage” along the entire path of the sea lane that
you are using, and have a Destroyer present in the sea
area(s) to be moved through (exception: Planes do not
require this presence of a troop convoy). If any sea area
along the sea-lane is occupied by any non-submarine naval
units belonging to a player that declares that he/she will
not allow your amphibious movement safe passage, then the
movement cannot occur. If that happens, then your units are
returned to the region from which they previously came (if
this is a sea area that does not feature a region which is
owned by the player, they are considered to be “at sea”).
They cannot be moved again during this action, the
exception to this rule is that plane units that are moving
amphibiously cannot be blocked (though possibly hindered bythe presence of a carrier, see “Air Patrol” page 16).
If another player’s submarine(s) are the only other naval
units in the sea area through which your amphibious
movement will pass, then you may make the move regardless.
However, when your land units are moving through the sea
area containing hostile submarines, each submarine may opt
for a free (no oil spent) “Commerce Raiding ” attack: 6+ = 1
hit. For each hit the attacker may choose a land unit to be
eliminated.
NOTE: The sub owners do not have to attack, as they will be vulnerable to a counter-attack from Destroyers and Carriers in the sea area as per a Commerce Raiding action.
NOTE: Tanks & Planes may not utilize the technology “Blitzkrieg” across sea-lanes.
16
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 17/44
When launching an amphibious invasion (via Move Action)
through a sea area where you will be fighting a naval
battle during that move, you will place your troops onto
the sea lane and await the outcome of the naval battle. If
you take the sea area and thereby secure a safe passage
along the entire path of the sea lane, you may then land
your troops in their target region. If you cannot secure
safe passage, then your troops remain in the sea lane or
region from which they originated before being stopped in
their progress. The attacker must have at least 1 destroyer
survive the naval battle in order to proceed with the
amphibious invasion.
Offshore Bombardment: Before an Amphibious Assault, a
player with a Battleship in the adjacent sea area may
bombard the region before the land battle commences (even
if they were involved in a battle to secure the sea lane to
the region being assaulted). Damaged Battleships are not
allowed to bombard. 1d6/per Battleship: 6+ = 1 unit
destroyed, defender’s choice.
Air Patrol: A player attempting to fly over a sea zone
which is occupied by 1 or more Aircraft Carriers, may be
discovered and harassed (or the owner of the Carrier may
allow them to pass unharmed). The owner of the Carrier(s)
may roll a 1d6/per carrier: 6+ = 1 Plane destroyed. After
which, the Planes may continue on their way (the Planes do
not get to fire upon the Aircraft Carrier. It is assumed
the passing Planes are in combat with the ship’s planes,and do not have the fuel to travel across the sea and
engage in a prolonged battle).
NOTE: If you are moving units amphibiously, and the move is blocked by a player whohas control of a sea area which the sea lane passes through, you may decide whether youwant to move your planes across anyway, or to move them back to their starting region.
Naval MovementWhen you choose the “Move” action, you may move any or all
of your naval units as well as your land units. Each of
your naval units may move one or two sea areas during yourmove. You may move them into or through sea areas that
contain naval units belonging to other players, but you may
not end their movement in a sea area containing naval units
belonging to another player without initiating a naval
battle. (In other words, they may move through, but not
occupy the same sea area as naval units owned by other
players when you are done moving).
17
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 18/44
NOTE: The exception to this rule is the Submarine, which may move into or occupy the same sea area as naval units owned by other players without initiating a naval battle (if the owner of the submarine chooses not to fight). “Superior Codebreaking” negates this.
NOTE: Naval movement is allowed through the Suez Canal (Egypt-Sudan) and the Panama Canal with the permission of the owner of the land region in question (see page28). If the region in question is a minor neutral, then you may only move through thecanal if the minor neutral is the same government type as your nation.
NOTE: Battles being fought at the end of your Move action may be resolved in any order that you choose.
Land Battles
When you move land units into a neutral region or one that
is owned by another player, a land battle is fought. Allland battles are resolved after you have completed your
move action, but before the next action begins.
Rules of Engagement/SETUP: At the beginning of a battle,both players take all of their units that are in the region
where the battle is taking place and place them on the
battlefield board/area (these are “reserve” units that have
not been sent into battle yet). The attacker (the moving
player) then chooses four units from his reserve to commit
to the battle. These units are pushed forward to signify
that they are in the battle. The defender then chooses fourof his units from those in his reserve to commit to the
battle and these are pushed forward. If either player has
less than four units at the beginning of a battle, then
they must move all of their reserve units into the battle.
The battle is then resolved in cycles (both players perform
steps 1-4). In each cycle, the two players take turns
acting (first the defender executes all four steps, and
then the attacker executes all four steps):
STEP 1: REINFORCING: The acting player “reinforces” by
moving units from his reserve into the battle. The maximum
number of units that each player may have in the battle
increases by one each cycle of the battle. The maximum
number is four in the first cycle, five in the second
cycle, six in the third cycle, and so on. Thus, the
defender does not reinforce during the first cycle of
battle since he setup with four units.
18
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 19/44
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 20/44
EXAMPLE 1: You have one of each type of unit committed to
the battle and so does your opponent. You roll first and
roll a tank image and three plane images resulting in two
hits (one by your tank and one by your plane). Your tank
applies its hit to your opponent’s tank (ignoring the
infantry), and your plane unit applies its hit to your
opponent’s plane.
EXAMPLE 2: You have two infantry, one tank, and one
artillery unit committed to the battle and so does your
opponent. You roll first and roll one artillery image, two
infantry images, and a blank resulting in three hits. You
use your artillery hit to eliminate two of your opponent’s
infantry units. You then use one infantry hit to eliminate
his tank and the second infantry hit to eliminate his
artillery.
FORTIFICATIONS/BUNKERS RULE: When you are defending the region of your capital or defending a region that is being attacked via sea lane (an amphibiousinvasion), you roll one extra die in each of your rolls in that battle (2 extra dice if bothapply) due to bunkers.
After the defender has executed all four steps, they are
then repeated for the attacker, with the attacker
reinforcing up to the maximum for the round (4 in round
one, five in round two, and so on), rolling the battle
dice, determining how many hits he has scored, and
eliminating that many of the defender’s units.
Once both players have taken their turn, the next cycle
begins until one of them has no remaining units in the
battle. The surviving player wins the battle and ownership
of the contested region. The surviving units are then
placed back in that region.
NOTE: Any attacking unit may retreat from a battle after a cycle of combat, as long asthey have a friendly region to retreat into. EXCEPTIONS: There is no retreat for Infantry, Artillery & Tanks when conducting an amphibious landing; and Infantry cannot retreat when using the technology “Parachute Infantry.”
NOTE: An attacker cannot take a region with only planes, though planes may makecombat landings in newly conquered regions.
20
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 21/44
Naval Battles
SubmarinesSubmarines act a bit differently than the other naval units
in the game. Subs are not forced to participate in naval
battles. The player who owns the submarine decides at thebeginning of the naval battle if his submarines in the
contested sea area will fight or not. If not, they remain
in the sea area and do not participate in the battle
(exception: Codebreaking technology).
Submarines are allowed to move into and remain in the same
sea area with naval units belonging to another player
without fighting a battle.
HINT: This means that your subs may stalk the seas without
any danger of being sunk until they attack or raid commerce.
Naval BattlesNaval battles are fought when a sea area contains more than
one player’s naval units (not counting submarines).
SETUP: Both players take a naval card from their fleet deck
which corresponds to a ship involved in the battle. The
ship units themselves are left on the board (though perhaps
arrayed as loosely against each other).
The battle is then resolved in cycles. Each cycle has the
following steps:
STEP 1: Both players place their navy cards face down in a
row so that each of their cards is lined up opposite a card
belonging to their opponent. They must play as many of
their cards as they have up to a maximum of eight.
STEP 2: The cards are then all turned up to reveal the ship
types and match-ups. Ships that are opposite each other are
“matched-up” in battle.
NOTE: There can only be as many match-ups as there are ships owned by the player with
the fewer units. There are no automatic wins due to having a ship that has no opponent.Thus the only advantages to having a larger number of navy units than your opponent isthat you will have more options and can sustain more losses.
21
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 22/44
STEP 3: Each match-up is then resolved one at a time
starting with the first card in the battle line and moving
inward. For each match-up, both players roll two regular
dice (2d6) and add any “modifiers” that they may be
entitled to as listed on the card (and possible New
Technologies). The player with highest total, scores a“hit” on his opponent’s navy. NOTE: If there is a tie, no
hits are scored (they are assumed to be locked in combat),
and the players move on to the next match-up.
A hit is immediately applied to the losing player’s ship
that is currently at the beginning of the battle line. The
exception to this rule is if the two ships that were
matched-up are both aircraft carriers, in which case the
losing player’s carrier is hit rather than the ship at the
beginning of the battle line.
If the ship that is hit is a destroyer, a submarine, or an
aircraft carrier, then one hit sinks the ship and it is
removed from play and placed back in the un-owned navy
deck, and the corresponding ship piece is removed from the
board. If the ship is a Battleship, then it can sustain two
hits before being sunk. (Turn any battleships on their side
that have been hit only once to signify the damage).
STEP 4: The round of battle ends and any Battleships that
have one hit on them may be removed from the battle but are
not sunk. Their unit piece should be placed away from the
battle (but still in the sea area on the board) and their
card remains revealed though not one of the ‘ships of the
line,’ and is turned horizontally (tapped). But the
damaged Battleship is not eliminated. The player may elect
to have their damaged Battleship(s) remain in combat or re-
enter combat in a later cycle; a second hit destroys them
(but they may attack as normal). At the end of the combat
any damaged Battleships remain damaged, until the following
turn – at which time it is assumed they have made repairs.
A player with a damaged Battleship(s) should leave the
piece on its side, and a ‘tapped’ battleship card in frontof their playing area for the remainder of the turn (at
turn ‘1’ the Battleship is repaired). If the damaged
Battleship(s) are engaged by a different player and the
owning player uses them in the battle, their card remains
tapped (its state of disrepair is obvious).
22
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 23/44
STEP 5: Both players then pick up any of their ships that
were not hit, adding them to the ships (if any) that did
not fight in that cycle. At this time, either player may
choose to retreat, losing the battle, but saving their
remaining ships. If both players wish to continue, then
another cycle begins with step one, and players may changewhich ships are involved in the battle.
If an attacker decides to retreat surviving naval units at
the end of a battle round, they must place them in a sea
area that is adjacent to the sea area where the battle is
taking place. The sea area where you are retreating may not
be occupied by any naval units (besides submarines)
belonging to another player. If there are no adjacent sea
areas that are not occupied by naval units belonging to
another player, they may not retreat.
NOTE: A defending player has the option to exclude any of their submarines from anaval battle (though if an attacker has the New Technology “Superior Codebreaking,”this option is negated).
NAVAL MODIFIERSNaval modifiers are points that are added to your die roll
in a match-up. There are five possible modifiers:
• Your Battleship is matched-up against your
opponent’s Destroyer: You add 2 to the total of
your dice roll - Your Submarine is matched-up
against your opponent’s Battleship: You add 2 to
the total of your dice roll.
• Your Destroyer is matched-up against your
opponent’s Submarine: You add 2 to the total of
your dice roll.
• Your Aircraft Carrier is matched-up against any
ship type except another Aircraft Carrier: You
add 1 to the total of your dice roll.
• Your ship (of whatever type) is adjacent to one
or two of your Aircraft Carriers: You add 1 to
the total of your dice roll for each of your
Carriers that is adjacent to your ship (Max. 2).
If more than one of these modifiers applies to your match-
up, all modifiers are added.
23
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 24/44
OPTION: Players may choose to instead forego the use of the naval cards and instead use only the ship units, utilizing a “screen” when setting up their “ships of the line”before naval combat.
Strategic Move
When you choose the strategic move action, you may move any
or all of your land units. They may move any number of
contiguous (connected) regions that are owned by you and
must end in a region owned by you. You must be able to show
an unblocked path from the starting region to the ending
region. This path must not include regions owned by another
player or any un-owned neutral regions. Movement via a sea
lane is permitted (provided there is a Destroyer present),
but may be blocked by any player who has non-submarinenaval units in any sea area that is crossed by the sea lane
being used. Exceptions: If a player has Planes that wish
to travel a sea area/zone occupied by another player they
may do so, but run the risk of an “Air Patrol” (see page
16). If a player wishes to transport units across a sea
lane/zone that is occupied by another player’s submarine(s)
they may do so, but run the risk of a “Commerce Raid”
attack on their troop convoy (see page 15).
Naval units may not be moved during a Strategic Move action.
NOTE: During a strategic move, no ‘invasion’ battles may result since you may not move into regions that you do not already own.
Building New Units
New units are purchased with production points and placed
on the board during your Build action.
PLACING YOUR NEW UNITSNewly built land units are placed immediately after
purchasing and before the next action begins. They may beplaced in any region that you own, though there is a limit
of 1 unit to regions not linked to your capital.
24
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 25/44
When you purchase new naval units, you must place them in a
sea area that is adjacent to a land region that you own. If
this region is already occupied by one or more non-
submarine naval units, then a naval battle will occur at
the end of your Build action
NOTE: There is no oil cost to fight this battle.
HINT: It is usually a good idea to place your land units sothat you create little armies that are made up of all four
types (Infantry, Tanks, Artillery, and Planes). This way,
when you are rolling your battle dice, you cover five out
of the possible six faces of the die, maximizing your
chances for scoring “hits” in battle.
NOTE: Players are not limited by the pieces included in the game. They may add more
pieces if they desire, or use counters.
Diplomatic Blitz
When you choose the Diplomatic Blitz action, you are
attempting to convince a minor neutral to join your “sphere
of influence.” You first choose the target region. You then
roll two regular dice. To succeed the total rolled plus
modifiers (see below) must be equal to 7 or more.
If you fail, your action is over. If the minor neutral is
of the same government type as another player, they mayhave one ‘free’ chance to make a Diplomatic Blitz on that
region (having appealed to them for aid). If the player
with the same government type elects not to try the free
Diplomatic Blitz, the minor neutral receives a
Reinforcement counter (see page 11), but not if they simply
fail the free Blitz. If you succeed in a Diplomatic Blitz,
you gain the region; a free infantry unit of your color is
placed in the new region, a Political Action card, and an
Economics card. If you succeed, you also get to try again -
this simulates the domino effect. The challenge is that
your next attempt will be at +1 to the number that must berolled (so, assuming that no other modifiers apply, the
first attempt is for a 7 or higher, the second is for a 8
or higher, the third is for an 9 or higher, and so on). You
may keep “rolling” until you fail (or wish to stop), so it
is theoretically possible to acquire six new regions with
one attempt (though more than three will be very difficult).
25
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 26/44
Modifiers to the Diplomatic Blitz success number:
+1 for each successive attempt
+2 if the region is not adjacent to a region that you own.
• Regions connected by sea lanes count as adjacent, even if
you do not control the sea areas through which they pass.
• Regions gained during the diplomatic blitz action are
considered as “owned.”
+1 for each level that the minor neutral’s government type
is away from your government type on the spectrum. No
penalty if they have the same government type as you.
EXAMPLE: The Green player (a Communist), is attempting a
Diplomatic Blitz. His first target is The Balkans which is
a Monarchy. The Green player owns The Ukraine, so he has an
adjacent region. Therefore the number that he needs to roll
for success is “9” (7 + 2 for being two government type
levels apart). The green player rolls an “11” and succeeds.
He then decides to target Italy, who are Fascists. The
number that he will need now is a “11” (7 + 1 for the
second attempt, +3 for being three government type levels
away.) The green player rolls an “11” again and succeeds!
He then decides to target Quebec which is a Democracy, but
is not adjacent to any of his regions. The number that he
needs to succeed is an “12” (7 + 2 for the third attempt,
+1 for being one government type level away, and +2 for not
being adjacent). He rolls a “5” and fails. The Democracy
player may then have 1 attempt to Diplomatically Blitz
Quebec.
Since he gained 2 new regions, the Green player gets 1
infantry unit placed on each of his 2 new regions, 2
political action cards, and 2 economics cards. His
Diplomatic Blitz action has now ended.
The Diplomatic Blitz action may only be performed by a
player once per turn, with one exception: If you fail on
your very first roll of the action. In this case, you may
choose Diplomatic Blitz as your next action (paying the
normal oil cost for it as if it were any other action).
This may be repeated if you fail AGAIN on your first rolland may be repeated as long as you have oil to pay the
increasing cost of the actions.
26
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 27/44
Political Action Cards
Political Action cards represent the actions of your
government in diplomacy, espionage, propaganda, etc.
Playing them allows you to help yourself and your friends,
hurt your enemies, and to influence the minor neutrals.
GETTING POLITICAL ACTION CARDSEach player receives one additional card at the end of each
turn. Players may not discard Political Action Cards.
You also get a political action card every time you gain a
region that was a minor neutral (not owned by a player).
This can occur when you:
a) Conquer the region through a successful invasion (moving
land units into the region and winning the battle).
b) Gain the region through a successful Diplomatic Blitz.
c) Gain the region as a result of a Political Action card
NOTE: You do not get a Political Action card when you conquer a region owned byanother player, and do not get one if the area was nuked.
PLAYING POLITICAL ACTION CARDSWhen you choose the action “Play Political Action Cards,”
you may play one or more political action cards. They are
played one at a time and their effects are executed until
you declare that you are finished playing them or run out
of cards to play. Once you have played a card, it is placed
(face up) in a discard pile next to the deck of politicalaction cards that have not been drawn yet. When the entire
political action card deck has been drawn and only the
discard pile remains, the total number of “Eagle” cards
played should be recorded and the discard pile should be
shuffled and placed back in play (see page 36 for “Eagle
cards”).
If a player does not own the region that contains their
capital city, he cannot play Political Action cards until
they retake that region.
“BLOCK” cards: Some Political Action cards have the word
“BLOCK” stamped across them. These cards are not played
during your Play Political Action Cards action, but are
instead played during another player’s action. When played
in response to another player’s action, your card should be
played immediately after they have declared the action that
you are “blocking.”
27
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 28/44
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 29/44
Trade
During play, you may want to trade with another player.
Choosing the “Trade” action will allow you to trade
Production Points for Oil Certificates, Political Action
Cards, or purchase passage through a canal. You may NOTtrade regions, military units (armies or ships), capital
cities, or technologies. It costs nothing to discuss a
trade, and only 1 player need play the Trade Action Card.
The action occurs and oil certificates are paid only if a
trade actually occurs. Treaties (favors) may also be made.
Conspiracy & Gentleman’s Rules: Empires sometimes aid each other. Favors and unified attacks should only be discussed during a Trade Action, though it costs no oil.There is a difference between “table talk” amongst armchair generals concerning strategies (permissible to name continents, not regions nor #’s), and Actions that areobviously the result of 2 players acting in concert. Players must still abide by the rule of linking capitals and conspiring limited to the round in which a Trade Action is played.Co-Prosperity Alliance: In a 5+ player game, it’s suggested that players of the sameGov. type be allowed to exchange plans at any time (having embassies), and may freely pass through but not stop in, regions & canals owned by the player of the same Gov. type(with permission). Political Card trades and monetary exchange must still abide by theTrade Action. This is to establish more of an alliance atmosphere to the gaming session.In order to trade with another player, you must be able to
trace an unobstructed path from your capital city to
his/her capital city. This path may be traced through
regions or sea areas (but not through the Arctic Circle).
Regions or sea areas that contain a unit that is not owned
by you or your trading partner are considered obstructed(even if the owner of the units would allow the trade).
Minor neutrals and unoccupied sea areas do not obstruct the
path. When purchasing Right of Safe Passage through the
Panama or Suez Canal, 3 PP is paid to the owning player
during the Action the Trade transaction is done, this
grants the player the ability to use the Canal(s) the
remainder of the turn (though this contract is broken if
the ownership of the canal region changes). If the Right
of Safe Passage is broken if used to attack the canal owner
during that turn, and the owner of the canal cannot deny
the use of the canal for the turn once he/she receives the3 PP’s. If the canal is owned by a minor neutral of the
same government type, that player may freely use the canal.
29
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 30/44
Strategic Bombing
You may “bomb” another player’s economy from the air. This
represents a strategic air strike to various regions with
planes modified for the bombing run (extra fuel tanks,
flight plans through hostile air space, etc.). Theattacking and defending Planes to be used must be on the
same continent (North America, South America, Eurasia,
Africa, Asia, The Pacific Islands), see page 38. The
process is:
a) You (the attacker) decide how many planes you will use in
the attack (the number cannot exceed the total number of
planes that you have on that continent). Using unused
planes of your color (not necessarily the actual planes
that are on the board) to represent the attacking force,
you divide them into “fighters” in the front row, and
“bombers” in the back row. This can be done in secret
behind a “divider” (the rules manual or other
obstruction, or simply set a die or counter aside with
the number of bombers designated).
b) The defender decides how many planes they will use as
defending “fighters” (this number cannot exceed the total
number of planes that he has on the continent, but he/she
does NOT use the actual planes that are on the board).
He/she takes unused planes of his color to represent the
defending force and places them in front of the
“divider.” The divider is lifted and the air battle is
resolved:
c) The defending player rolls one regular die per defending
fighter. Each “6” (or higher*) that is rolled scores a
“hit” and eliminates one attacking plane. Hits are
applied by the defending player and can be applied to
either attacking fighters or bombers. The eliminated
planes are set aside so that they can be counted when the
battle ends.
d) The Attacking player then rolls one regular die for each
one of his surviving fighters. Each “6” (or higher*)
rolled scores a hit and eliminates one defending plane.
Eliminated planes are set aside so that they may becounted at the end of the battle.
30
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 31/44
e) The attacking player then rolls one regular die for each
of his surviving “bombers.” Each “6” (or higher*) rolled
scores a “hit.” For each hit, the attacking player may
choose one Economics Card on the continent belonging to
the defending player that is “Knocked out” for the turn
(Trade Route cards may not be “knocked out” by strategic
bombing). The defending player must show the attacking
player his/her economics cards while the attacking player
is choosing which will be knocked out.
* = It is possible for the player to have higher than a “6” on one die if they have a newtechnology that allows them to add +1 to their roll.
For each plane that is eliminated in the air battle, the
owning player must choose one of their planes on the board
to be eliminated and remove it.
NOTE: If a plane that is removed is the last unit in a region, then it must be replaced bythe owning player by another unit from somewhere else on the board.
Economics cards that are knocked out are placed face down
away from the rest of that player’s economics cards to show
that they are decommissioned for the turn. They are not
counted when the owning player calculates his production at
the end of the turn. After the owning player calculates his
production points and oil certificates at the end of the
turn, he will flip-over any knocked out cards upright and
place them with his other economics cards to show that they
are repaired and available in the next production.
NOTE: If a player’s region containing their capital is Strategically Bombed, that player still receives their 10 production points and 1 oil Certificate at the end of the turn (theyare reserves and not subject to bombings), though the region’s value itself is knocked out for the turn.
31
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 32/44
Commerce Raiding
You may attack another player’s Trade Routes with your
submarines. The process is:
a) After you have chosen the Commerce Raiding action (and
spent the oil certificates), all players who have a Trade
Route card matching a sea area which contains one or more
of your submarines, must show you the card.
b) You (the attacker) declare which trade routes are under
attack. Resolving one sea area at a time, you roll one
regular die per submarine that is in the sea area where
the attack is taking place. Each “6” (or higher*) that is
rolled scores a “hit.”
c) Hits are applied by the attacking player. Trade routes
that take one hit are “knocked out” for one turn. Trade
routes that take two hits are “destroyed” and are takenfrom their owner and placed back in the pile of un-owned
Trade Route cards. In order to come back into play, they
must be purchased at auction again.
d) If there are ANY aircraft carriers or destroyers
(regardless of which player owns them) in the sea area
that was attacked, the owning player may attempt to
eliminate any submarines that attacked. Each destroyer
rolls one regular die and hits on a “5” or higher. Each
aircraft carrier rolls one regular die and hits on a “4”
or higher. Each hit can be used to eliminate one
submarine that attacked in that sea area in that commerceraiding action.
NOTE: Submarines do not get to fire at the destroyers or carriers while commerceraiding.
* = It is possible for the player to have higher than a “6” on one die if they have a special technology that allows them to add +1 to their roll.
Trade Route cards that are knocked out are placed face down
away from the rest of that player’s economics cards to show
that they are knocked out for the turn. They are notcounted when the owning player calculates his production at
the end of the 10th round/action. After the owning player
calculates his production points and oil certificates at
the end of the 10th round, he will flip-over any
decommissioned cards upright and place them with his other
economics cards to show that they are repaired and
available in the next production.
32
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 33/44
Trade route cards that are decommissioned by one player may
be destroyed if they are hit by another player before the
end of the turn.
Production
At the end of each turn of play (after all players have
finished 10 rounds/actions), all players calculate and
collect the new production points and oil reserve
certificates that their economy generates.
You receive Oil Certificates equal to the total value of
all of the “Oil” economics cards that are used for this
purpose rather than as a part of your economy. In other
words, you may use your Oil economics cards to either
generate Production Points or Oil Certificates, but not
both during the same Economic Phase.
When calculating your Production Points and Oil Certificate
production, simply put any Oil economics cards and Trade
Routes that will be used to produce Oil Certificates to one
side before calculating your Production Points. This will
prevent them from being counted twice or used to create a
“set.” Calculate your production points normally, and then
add up the value of all of the oil cards that you have
taken out of your economy for the purpose of increasing
your oil reserve.
NOTE: Any minor neutrals with a reinforcement counter in play during the production phase must be reinforced, see page 11.
NOTE: Players receive 10 Production Points and 1 Oil Certificate for each capital that they own.
33
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 34/44
Nuclear Weapons Development:
If a player has successfully researched at least 1 New
Technology, they may elect to research nuclear fission in
place of researching another random technology. This is
done in the same manner (in a different action round,provided they pay the oil cost of the round) as Research
New Technology, except that there can be no modifiers due
to extra Production Points spent on the development (9+ to
succeed). However, for every 2 New Technologies a player
has, they receive a -1 modifier to their chance of success
(2 technologies would = 8+ chance to succeed). The
Technology “Science and Research Complex” can also increase
the chance of success. If the player fails, nothing
happens (the player does not alternately receive any other
new technology that round/action). If the player succeeds,
they receive the Nuclear Power Plant. This piece can be
placed in any region they own, once placed it cannot be
moved. This region produces 1 oil to reflect the diversion
of resources due to the reactor’s power source, the region
still produces its normal card value, and the government
automatically gains Radiation Gear (isolation suits,
filtration systems).
If a player also has Advanced Artillery Technologies, they
may build a rocket launcher to fire a nuclear warhead. The
launcher is treated as Artillery in regard to movement,
defense & regular price +2 in cost. To ‘nuke’ a region the
rockets must enter combat with the units on the border they
wish to fire over during the reinforcement stage. The
rocket launcher must first lock the coordinates upon
entering the front line (make a successful attack via
artillery roll on the attack dice); this attack does not
directly harm the region nor any units. The launcher must
then not be hit in the following cycle by the defender (who
may always target the launcher with a successful attack
which would normally be able to hit Artillery in the
hierarchy), if it is hit it is not destroyed but must again
establish coordinates. If the launcher succeeds in an
attack roll twice without being disrupted, it successfullylaunches the nuclear warhead. The attacking player’s units
are not subjected to the effects of the nuclear blast, the
remaining defending units are (it is assumed the attacker’s
units have planned and are equipped for the blast). The
nuclear rocket launcher may not target a sea area. See
“Nuked” below for effects.
34
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 35/44
If a player has a power plant and Superior Torpedoes, they
may build a nuclear submarine (providing the plant borders
a sea zone). The submarine can make a nuclear strike as
per Commerce Strike; this is only effective on regions with
coastlines, the sub merely has to be in the sea area/zone
and launch at the targeted region, though it is subject to
retaliations as per normal commerce raids (the technology
Superior Codebreaking forces nuclear subs to enter combat
before it can launch). A player may accompany the nuclear
sub with other submarines – in naval combat it is indicated
which vessel is the nuclear submarine. The nuclear
submarine is treated as a submarine in regard to movement,
combat & regular price +2 in cost to build. A nuclear
submarine may target units in a sea area/zone, though it
must enter the sea area itself and is subject to
retaliation from Carriers (their aircraft). Destroyers that
were present do not get to retaliate (lacking the chance to
use depth charges due to the warhead’s detonation). See
“Nuked” below.
If a player has acquired nuclear technology and Strategic
Bombing Technologies, they may make a nuclear strike as per
the Strategic Bombing Action after a nuclear bomber is
built (cost is as Plane +2). The combatants place their
planes in rows of 4; the Planes involved are limited to the
continent. Each cycle the hits are matched across the rows
(all Planes are considered fighters except the Bomber),
each cycle the fighter (wingman) covering the bomber (theright side of the bomber) is hit it cannot successfully
drop the bomb. If the bomber itself is hit the attack is
called off and the bomber must land. Fighters may replace
those shot down to cover the bomber each cycle of combat.
If the wingman is not hit and neither is the bomber, the
warhead is delivered and the region is nuked – the bomber
need not make a roll to hit (& the attacker’s planes escape
unharmed). The nuclear bomber is treated as a plane in
regard to movement and defense; it may target units in a
sea zone (though subject to “Air Patrols”), to do this it
must be traveling via sea lane. It is vulnerable toHostile Airspace/Dog Fights and is subject to Air Patrols
if moving amphibiously (must fly slightly lower to conserve
fuel over the ocean), which specifically target the bomber:
success = bomber sinks into the ocean.
35
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 36/44
• When a warhead is built, the plant does not redirect the extra 1 oil cert. that turn
(so players must not use the plant as an oil source the turn they will load). So ineffect, if a player has nuclear technology and all three modes of bomb delivery, aturn in which the plant does not divert resources it can load a rocket launcher,submarine and a bomber with nuclear warheads.
•A nuclear weapon may not “stock up” on warheads, it is assumed when it loadsthat it will carry what is necessary for 1 nuclear attack.
• After each detonation, all nuclear weapons must reload at the power plant (or adj.
sea). Upon leaving the region of the plant, the weapon is considered loaded(providing the plant was not used to divert resources that turn). The first time aunit with nuclear capabilities is built, it is considered loaded.
• A player can only support one type of each nuclear weapon active at a time.
Any nuclear weapons forced into combat as defenders are treated as per their corresponding unit type, and are destroyed normally (they do not detonate).
Nuked : When a nuclear warhead is detonated on/in a region,
all land units are destroyed, defending Planes must roll a1d6: 6+ = may retreat to a adjacent region that they own,
otherwise they are destroyed (the attacker’s Planes
survive, having had radio contact and planned for
navigating from the blast). The region’s economic value is
lost for the remainder of the game; its economics counter
is flipped over to reveal the radiation waste symbol. Any
government counters are removed. The region may not be
politically influenced (but can be ruled by martial law)
the remainder of the game. If a nuclear bomb destroys a
region which contained another nuclear device or factory,
roll a 1d6 for each adjacent region: 6+ = that regionlikewise suffers from a nuclear blast (this domino effect
is cumulative if applicable, and the power plants are
destroyed).
If a CAPITAL is nuked , the attacker does not receive the
oil cert. or prod. points (instead they are halved –
rounding down – and given to the bank), political action
cards or chance to glean technologies. Upon the return of
the Command Unit to its capital, the nuclear waste symbol
is removed and the player may draw another economics card
for its new value.
36
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 37/44
Any unit ending its turn in a radiation zone must battle
marauding anarchists and/or radioactive fallout, 1d6: 4+ =
survived. If a unit has radiation gear this is modified
-2. If a player’s factory is destroyed they may build
another (cost is 20 Prod. Pts). If a player ever captures
a nuclear plant, they are considered to have discovered
nuclear fission and may replace the plant with their own
(the player who lost the plant may build another for 20
Prod. Points. If they subsequently re-capture the region
that originally hosted their plant after they have built
another, or they already own a plant, it is dismantled).
When a nuclear warhead is detonated in a sea area, all sea
units roll 1d6: 4+ = unit survives and is pushed to adj.
sea (Def. choice), which may result in combat (no oil cost).
NOTE: Using a nuclear weapon does not give the extra victory point bonus to players for defeating more than 4 units, nor do taking such regions ever give Political Action Cards.
NOTE: A player is not allowed to detonate nuclear weapons on regions that they own.
NOTE: A player attacking with a rocket launcher DOES NOT move into the region it nukes, unless it manages to defeat the defenders without firing the warhead.
NOTE: If a region containing a nuclear reactor is Strategically Bombed, the power plant cannot divert fossil fuels to produce the extra 1 oil during the collection phase at the end of the 10th round. This DOES NOT destroy the plant nor can it stop the manufacture of anuclear warhead.
Command Units: When a capital is taken, the defenderreceives a command unit/leader, to be placed in any region
they own. The exiled guard of the government has a 2
movement, and is treated as the new capital in regard to
linking the empire/building new units. The command unit
may pass through (but not stay in) minor neutral
territories, and may travel across sea lanes completely
unhindered and without a destroyer.
If the Command Unit is in combat and placed in the reserve,
it grants 1 extra die to units in the front line. When
forced (or sent) to the front line, the exiled guard areconsidered infantry though they roll 2 dice, and can choose
their target as if a plane in regard to the hierarchy.
When in the front line the Command Unit does not grant the
extra die to the battle. If a command unit is ever
defeated/destroyed, the game ends at the end of the current
turn and victory points are totaled.
37
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 38/44
38
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 39/44
Ending and Winning the Game
The player with the most Victory Points (VP’s) wins -
though it is possible that no one wins (nuclear winter),
and ties are also possible (armistice).
As soon as any player’s Command Unit is destroyed/captured,
they are eliminated and the victory conditions are totaled
at the end of that turn. If there are ever 9 or more
regions with radiation counters, a nuclear winter ensues
and no one wins.
The game will also end when the 20th “Eagle” Card is played
and that turn is completed (a variety of Political Action
Cards and Technology Cards have “wings”).
The players should keep track of the number of “Eagle”cards that have been played. When the entire Political
Action card deck has been drawn and only the discard pile
remains, the
total number of “Eagle” cards played should be recorded and
the discard pile should be shuffled and placed back in play
(the use of a 20-sided die to keep track of the eagles is
suggested so as to make this unnecessary).
OPTION: For a longer (campaign) game (or one with 7 or 8 players),the Eagle rule to end game may be raised to 38 (all of the Eagle
cards), and the amount of nuclear detonation raised to 13 to bringabout the nuclear winter. If this end game method is used, each timea Political Action Card with an Eagle on it is played it is removed fromthe game (not reshuffled). The game does not end with thecapture/death of a command unit, that player is instead removed fromthe game.
OPTION: The game may also end at a pre-determined time. If theplayers agree to play until a certain time, then the last turn will be theone that is in progress when the agreed time is reached. The gamewill end after all players finish performing all of their actions on the
last turn/10th round/action; victory points (VP’s) are then totaled.
OPTION: Players may decide to forego the possibilities of nucleartechnology altogether (cowards!).
39
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 40/44
VICTORY CONDITIONS:
2 Victory Points for each region that you own;
totaled at the end of the game.
+1 Victory Point for each minor neutral at the end
of the game that is of same government type.
+1 Victory Point for each region that you own that
is not on the same continent as your capital (you
must own your own capital to receive this bonus,totaled at the end of the game).
+1 Victory Point for each land or naval attack you
won during the course of the game where your
opponent lost 4 or more units (this is not given if
the units were lost via nuclear strike).
+1 Victory Point each time you capture a capital.
+2 for each foreign capital at the end of the game.
+4 Victory Points for each continent a player
controls at the end of the game (neutral
governments of the same government type are
considered under their control in this regard).
–3 Victory Points for each minor neutral of same
government type that you attempted to invade during
the course of the game (whether or not yousucceeded).
-3 Victory Points each time you lose your capital.
40
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 41/44
NOTE: Victory tokens (counter featuring the worker holding the wrench in the air) should be placed on a player’s capital during the game in order to keep track of their success. If the capital is taken, the player still retains them. Ties = Armistice betweenvictors.
Continents (starting regions & Strategic Bombing limits)
See Page 28 in regard to passing through the canals.
The Artic Circle is NOT a valid sea area and may not be moved
into. Land areas without names are considered part of a near
region. All sea lanes function in both directions. The
Mediterranean Sea Zone DOES connect to the Ukraine, Caucasus,
and Turkey.
Trade Routes: North Atlantic, South Atlantic, Indian Ocean,
Mediterranean Sea, North Sea, Caribbean Sea, Coral Sea
Government Scale (1d4)
1 2 34
41
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 42/44
42
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 43/44
Reference
Land Units Cost Move Special
Infantry 3 PP 1 • Provide cannon fodder and plant the flag
Tanks 8 PP 2 • Roll 2 combat dice
• Can ignore infantry when applying hitsArtillery 6 PP 1 • Can eliminate 2 infantry units when applying hits
Planes 10 PP 2 • Move through/fly over enemy (possible ‘Dog Fight’) or neutral regions
• Amphibious moves cannot be blocked (but hindered by carriers)
• Can apply hits to any unit committed to battle (ignore hierarchy)
• Can perform Strategic Bombing (6+ = hit, 1 fighter or 1 Econ. Card/1turn)
Naval Units Cost Move Special
Destroyer 7 PP 2 • +2 vs. Submarines in naval combat
• Can attack subs (5+) that have raided commerce. and allow troop convoys
Submarine 7 PP 2 • +2 vs. Battleships in naval combat
• Can occupy seas that contain naval units belonging to another player
• Can raid commerce (6+ = 1 hit., Route negated 1 turn/2 hits = destroyed)
• Cannot be attacked unless they raid commerce (exception: Codebreaking)
Battleship 10 PP 2 • +2 vs. Destroyers in naval combat
• 2 hits to sink, can perform offshore bombardments 6+ (cannot be
damaged)
Carrier 15 PP 2 • +1 vs. Battleships, Destroyers, and Submarines in naval combat
• +1 to adjacent Ships, and offer “Air Patrols” to hinder amphibious moves
• Can attack subs that have raided commerce (4+)
AT THE END OF THE10TH ROUND PLAYERS
MUST
1) Calculate and collect PP’s & Oil Certs. (+10 PP & 1 Oil Cert. for each capita2) Each player draws 1 random Political Action Card.3) Minor neutrals are reinforced. Economic power = # of d4 rolls (1 unit of
each):1=infantry 2=artillery 3= tank 4=plane
NUCLEAR WAR(All weapons capable
of delivering warheadsare as cost of like unit
+2. Must arm in theregion of the powerplant, that turn the
plant does not causethe prod. of 1 oil.
Nuclear submarinesmust arm in a plantadjacent to a sea)
Advanced Artillery Technologies (Rocket Launcher): Enter combat duringreinforcement cycle.First successful attack acquires launch capabilities. Second successful attacklaunches the warhead. Must not be hit. If hit the launcher must try again.Considered artillery in regard to combat.Superior Torpedoes (Nuclear Submarine): Fires nuclear warhead via CommerceRaiding action; can only target regions with coastlines. Subject to retaliations,forced to combat first vs. Codebreaking.Strategic Bombing Technologies (Nuclear Bomber): Attacks via Strategic Bombingaction, aircraft matched across the rows. Wingman (plane to the right of thebomber) cannot be hit, if so, can be replaced. If bomber is hit then it must “bugout” (retreat to its origin). If wingman is not hit and neither is the bomber, then thewarhead is dropped. Target & planes must be on the same continent.
NUKED(The Economics
counter is turned overto reveal the nuclear
waste symbol)
All defending units in a region of a nuclear strike are destroyed except planes (6+= flee to an adjacent region if possible). Attacking units are unharmed. Region
loses all Economic value and Gov. counter is removed. Any unit ending its turn in aradiation zone: roll 1d6, 4+ = survived. Mod: -2 for radiation gear. Targeting a seaarea is not possible by the rocket launcher. Nuked fleets: 1d6 per unit, 4+ = ispushed to an adjacent sea area (defender’s choice). Battle may result at no cost of oil.
COMMAND UNITS When a capital is taken/nuked, that player may place their exiled Gov. in one of theregions that they own. CU’s have a movement of 2, may move freely throughneutrals and across sea lanes without a destroyer. When in the reserve of a battle,grant 1 extra die to frontline. If in the frontline, roll as per infantry with 2 dice andcan choose their target (ignoring hierarchy). In frontline CU does not grant the
43
7/30/2019 Sneak Attack!
http://slidepdf.com/reader/full/sneak-attack 44/44
extra 1 die bonus.
Offshore Bombardment- Before amphibious assault, Battleships in the adjacent
sea-lane may bombard the region. 1d6 per Battleship: 6+ = 1 unit destroyed,
defender’s choice. (damaged Battleships may not bombard) Air Patrol- Carrier’s aircraft may hinder passing Planes over sea zones. 1d6
per Carrier: 6+ = 1 Plane destroyed. Planes do not engage Carriers.
Bunkers- Land units defending their own capital or trying to repel an
amphibious assault, receive 1 extra die (cumulative).
Dog Fights- Planes flying over regions hosting other player’s Planes; may have
to endure 1 cycle of Strat. Bombing combat before continuing.