44
Counter-Attack! Expansion Rules By John F. Montagne

Sneak Attack!

Embed Size (px)

Citation preview

Page 1: Sneak Attack!

7/30/2019 Sneak Attack!

http://slidepdf.com/reader/full/sneak-attack 1/44

Counter-Attack!

Expansion RulesBy John F. Montagne

Page 2: Sneak Attack!

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

Page 3: Sneak Attack!

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

Page 4: Sneak Attack!

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

Page 5: Sneak Attack!

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

Page 6: Sneak Attack!

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

Page 7: Sneak Attack!

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

Page 8: Sneak Attack!

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

Page 9: Sneak Attack!

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

Page 10: Sneak Attack!

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

Page 11: Sneak Attack!

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

Page 12: Sneak Attack!

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

Page 13: Sneak Attack!

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

Page 14: Sneak Attack!

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

Page 15: Sneak Attack!

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

Page 16: Sneak Attack!

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

Page 17: Sneak Attack!

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

Page 18: Sneak Attack!

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

Page 19: Sneak Attack!

7/30/2019 Sneak Attack!

http://slidepdf.com/reader/full/sneak-attack 19/44

Page 20: Sneak Attack!

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

Page 21: Sneak Attack!

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

Page 22: Sneak Attack!

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

Page 23: Sneak Attack!

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

Page 24: Sneak Attack!

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

Page 25: Sneak Attack!

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

Page 26: Sneak Attack!

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

Page 27: Sneak Attack!

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

Page 28: Sneak Attack!

7/30/2019 Sneak Attack!

http://slidepdf.com/reader/full/sneak-attack 28/44

Page 29: Sneak Attack!

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

Page 30: Sneak Attack!

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

Page 31: Sneak Attack!

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

Page 32: Sneak Attack!

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

Page 33: Sneak Attack!

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

Page 34: Sneak Attack!

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

Page 35: Sneak Attack!

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

Page 36: Sneak Attack!

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

Page 37: Sneak Attack!

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

Page 38: Sneak Attack!

7/30/2019 Sneak Attack!

http://slidepdf.com/reader/full/sneak-attack 38/44

38

Page 39: Sneak Attack!

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

Page 40: Sneak Attack!

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

Page 41: Sneak Attack!

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

Page 42: Sneak Attack!

7/30/2019 Sneak Attack!

http://slidepdf.com/reader/full/sneak-attack 42/44

42

Page 43: Sneak Attack!

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

Page 44: Sneak Attack!

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.