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HUMAN VS AI

TWILIGHT STRUGGLE

RULE BOOKV.2 Original by Ananda Gupta and Jason Matthews Solitaire Rules by BGG User: “GameRulesforOne” (2011/2012) Development and Re-arrangement of the Solitaire Rules by Benjamin Moraru - BGG User: “thelastofme” (2020)

0. Introduction…...………………………………………………..…………………………………………………………………………………………….……..2 1. Setup……………….…………………………………………………………………………………………………………...... 3 2. Rules……….……………………………………………………………………………………………….……………………………………………………...... 4 3. Gameplay…………………………………………………………………………………………………………………………...... 8 4. Game End Conditions……………………………………………………………………………………………………………………………………………14 5. Additional Notes……………………………………………………………………………………………………………………………………….………....15 6. Card Appendix…………………………………………………………………………………………………………………………………………….……..…15 7. Early War Region Play Restrictions (Illustrated)..……………………………………………………………………………………….……..….20 8. Mid / Late War Region Play Restrictions (Illustrated)....…………………………………………………………………………………..……21 9. Region / Country Priority Table…………………………………………………………………………………………………………………………….22

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0. Introduction

This rulebook raises besides the user GameRulesforOne’s work. In 2012 he uploaded kind of an ingenious solo variant for the game which generated a lot of interest among the Twilight Struggle fans. The learning curve of that manual was too high both for the wording and the complexity of the AI system, though. So many users and so I, couldn’t really play it.

Twilight Struggle is a beautiful and intriguing boardgame and I just wanted to be able to play it solo, not only because I’m a solo-game enthusiast, but because it worths the experience of playing it alone to improve your game knowledge and sharpen your strategies.

Besides that, I think the GameRulesforOne’s method is genial, but it has some little bugs here and there and does not really cover each game situation. English is not my first language, but I love well-written rulebooks where everything is wisely divided into chapters, paragraphs and all particular cases are well explained: a good hierarchy of concepts.

I also make a living in the UX Design industry, and making stuff to work smoothly is my everyday bread. This is what I wanted to do with GameRulesforOne’s manual, even if I hadn’t done something like this before. So I took it word by word, sentence by sentence, and I wrote this rulebook from scratch, which pretty much doesn’t add anything new. Everything has only been revised and relocated in hierarchy.

Let’s be clear: I don’t intend, by this project I’ve made, to take any credit from the man’s intellectual property. I also take this opportunity to congratulate him for the massive effort that he put in creating wonderful mechanics and studying all the cards one by one, giving the AI a rational way to play the game.

And now, here’s how I approached this project. I extrapolated the concepts he introduced that diverge from the original design and applied them to every game situation. Then I checked where the bugs hid. Eventually I re-arranged his original manual in a way to provide a less high learning curve possible, and this was the hardest part.

But after about ten days of full time development, dedication and brain smoke, I did it.

I don’t claim this rulebook to be perfect at all. There will be updated versions in the future so you guys can contribute to make it better and better. I will credit BGG Users for any significant improvement to this rulebook.

It may still appear intricate because the AI has a rooting action selection system which is always based on its conditions and there are lots of priorities the AI follows in order to keep its choices as “human” as possible. Don’t dare to think its “pseudo-humanity” is simple to beat.

That being said, you have nothing left to do but enjoy it!

Benjamin Moraru (BGG User: “thelastofme”)

Designer’s note: Since the AI is “intelligence artificially demonstrated by machines”, in this rulebook we will refer with the pronouns “it” and “its” when talking about the AI.

There are some comments in blue italics spread in the rulebook and serve as reminders or suggestions. The Card Appendix is partially revised but some further improvements will come in the future. In case of doubts on a particular Event remember that the AI always takes the most rational decision. Proofreading is needed yet.

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1. Setup

1. Choose a side to play, then place The China Card faceup in the USSR control.

2. Remove all Scoring Cards (3 Early War + 4 Mid War), shuffle and place them facedown on the table. This will be the Scoring Card Deck and serve to indicate the Regions where Players (Human and AI) will operate and challenge each other in order to score VPs.

3. GENERAL SETUP [same as official rules]: Setup all the game tokens to their initial position (PV, DEFCON, , Turn, etc.) and divide the Action Cards into the Early, Mid and Late War decks. Then place the standard initial Influence noted on the board.

A variable setup has been conceived in order to balance the additional Influence placement. For this reason, it is completely automatized both for the Human and the AI Player.

4. VARIABLE SETUP: Roll a die (or roll both dice and take the smaller number without minding the higher roll). The random number determines where the 6/7 additional Influence markers are placed both for the USSR and the US, in cascade order. Identify your roll and the respective column in the following table and thus place the additional Influence for both sides.

Example: Roll of 5. The USSR places 4 Influence in Poland, 1 in Finland and 1 in Czechoslovakia (total of 6). Then the USA places 4 Infl. in W.Germany, 1 in France, 1 in Italy and 1 in Spain (total of 7).

COUNTRY/ROLL 6-5-4 3 2 1 Poland 4 3 2 1 USSR Finland 1 1 1 1 Czechoslovakia 1 1 1 1 TOT = 6 Yugoslavia 1 1 1 INFL. Austria 1 1 Bulgaria 1

West Germany 4 France 1 3 1 1 USA Italy 1 1 2 1 Spain 1 1 1 1 TOT = 7 Greece 1 1 1 INFL. Denmark 1 1 1 Benelux 1 1 Sweden 1

5. SKILL LEVEL ADJUSTMENT: If you want a more challenging game you can adjust the initial position of the VP marker as follows: a. Experienced: give the AI 2 VPs b. Challenging: give the AI 4 VPs c. Expert: give the AI 7 VPs

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2. Rules

The China Card Despite from a 2-Player game, it can be either in a Player’s area (faceup/facedown) or into a Player’s deck/hand. Players may not play it during the Headline Phase.

After playing The China Card, it is immediately placed facedown in the opponent‘s play area, as usual

New Concepts This variant introduces 5 new fundamental concepts: the “deck/hand”, the “Region Play Restrictions”, the “Scoring Round”, the “Human Player Restrictions” and the “AI Player Restrictions”. Make sure you understand them all before you start a Twilight Struggle solo game.

Deck/hand Players don’t have their classic hand of cards as in a 2-player game, but a so called “deck/hand”, which is a facedown deck of cards representing their hand. While the AI generally reveals one card at a time, the Human Player is instructed to draw a certain number of cards during the game and choose one to play. This makes a solo game more tough and unpredictable than a 2-Player game. Region Play Restrictions It determines the Primary Region and the Secondary Region, the places of the map where the Players perform most of their actions. These Regions are represented by the respective Scoring cards and are determined by draw for each and every Action Round during the game. This is detailed below in the Gameplay chapter (steps X and D). For now all you have to know is that:

 Placing Influence in the Primary Region has no penalty and is similar to a 2-Player game, with the following exception: it includes all the countries in the Primary Region and any adjacent country to that Primary Region where the Players are able to place Influence in. Example: If Middle East is the Primary Region and you have any Influence in Iran or India, Players may place Influence into Pakistan like it was being placed in Middle East.

 Placing Influence in the Secondary Region has a penalty of -1 OP (to a minimum value of 1 OP) regardless of how many OPs are played there. Besides that, Players may not place Influence in countries adjacent to the Secondary Region. That’s an only Primary Region bonus.

 The Secondary Region does not exist during certain Action Rounds.

 EXCLUSIVE HUMAN PLAYER ABILITY: Placing Influence in any other Region has a penalty of -1 OP per Influence placed, meaning that it costs 2 OPs to place any 1 Influence. Any excess is always lost. The AI may never place influence this way. Example: Since a 3 OPs card allows you to place only 1 Influence, the excess 1 OP is lost.

 The China Card still provides +1 OP if all OPs are used in ASIA (including SOUTHEAST ASIA).

 ASIA and SE ASIA are considered different Regions for the sake of the Region Play Restrictions, except for The China Card effects. When playing The China Card, if either ASIA or SE ASIA is the Primary or the Secondary Region, a Player may place Influence in the whole of ASIA (yes, even with the SE ASIA card!).

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 Neither you nor the AI may place more than 2 Influence in a country during a single Action Round (except for Events). Only The China Card breaks this restriction: both Players are allowed to place up to 3 Influence in a single country only in ASIA and SE Asia.

The following table sums up the amount of Influence that Players can place in each Region from OPs played.

OPs Played Primary Region Secondary Region Other Region (only YOU) 4 4 3 2 3 3 2 1 (excess is lost) 2 2 1 1 1 1 1 The China Card 4 (5 if all OPs in ASIA) 3 (4 if all OPs in ASIA) 2 (3 if all OPs in ASIA)

Scoring Round The Scoring Round concept has been introduced to trigger the scoring at some points in the game instead of playing the Scoring cards from hand, as in a 2-Player game. A regular Action Round may also be called “Scoring Round” depending on certain conditions that are detailed in the Gameplay chapter (step D). For now all you have to know is that:

 A Scoring Round is still an Action Round. It only changes that the Primary Region card of that particular Action Round will score VPs after both Players have performed their action.

 You always play before the AI during a Scoring Round, even if you are the US.

 Only the Primary Region exists during a Scoring Round. There is not such a case where the Secondary Region scores VPs.

 During Early War (Turns 1-3) there is only 1 Scoring Round in each Turn. Scoring is triggered between the 3th and 6th Action Round, depending on certain conditions that are detailed in the Gameplay chapter (step D). Once triggered, there won’t be any other Scoring Round in the ongoing Turn. The Scoring Round system is built in a way that only Early War cards score VPs during Early War.

 During Mid/Late War (Turns 4-on) there are 2 Scoring Rounds each Turn. Scoring is automatically triggered at the end of the 3th and the 6th Action Round.

 Only the SE ASIA Scoring card is removed from the game after its VPs are scored. This can only happen during Mid/Late War.

 There is a maximum of 17 scorings during a Twilight Struggle solo game (3 during Early War and up to 14 during Mid/Late War).

The Region Play Restrictions and the Scoring Round concepts work closely together to guide the game flow and to define the Regions where VPs are scored.

Human Player Restrictions

 Influence Placement: When you place Influence, you can freely split your OPs to different Regions as in a 2- player game, within Region Play Restrictions.

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 Coup Attempts: You may attempt Coups only if:

you have from the 4th AR on, if you 0 Military Operations OR haven’t met the required and the AI has more. Military Operations.

 Realignment Rolls: Anytime, within DEFCON restrictions.

 Space Race: You play as usual.

 The China Card: You can’t play it during the Headline Phase. You may choose to play it whenever it is faceup in your play area instead of drawing cards from you deck/hand. If it’s in your hand/deck, you may only play it when you draw it. AI Player Restrictions The AI never causes the DEFCON to drop to 1. If it would happen, simply ignore that part of the Event. The AI only perfoms actions in the Primary Region (unless otherwise instructed) following the AI Action Priority. If the AI can’t perform and action because unable to meet its requirements, it chooses the next one in order of sequence. AI Action Priority: Influence Placement > Coup Attempts > Realignment Rolls

 Influence Placement: When the AI places Influence, it generally spends its OPs in the Primary Region unless otherwise instructed. The AI can be dictated to split its OPs in different Regions.

 The AI is only permitted to have in a BG country a maximum Influence to gain control and a bonus of +1. Your presence in that country affects the total amount of Influence required. Example: if you have 2 Influence in France (Stability Number = 3), the AI is permitted to place up to 6 Influence there: 5 (2+3) to gain control and 1 of bonus.

 The AI is only permitted to have in a non-BG country a maximum Influence to gain control (no bonus).

 To make the best decision when placing Influence, the AI follows the AI Influence Priority. As soon as an option is fulfilled, the sequence in restarted from option 0 until all OPs are exausted. Once idetified the appropriate option, the AI enters the 2nd Priority to solve ties. In case of further ties, the AI solves them in cascade order, using the AI Region/Country Priority Table. It’s the AI’s definitive tie-solver and you can find it at the end of this rulebook. AI Influence Priority

0. Place Influence in a non-BG country to gain minimum control. Select option 0 only if it would give the AI Domination or Control in the Region.

1. Place Influence in a BG country to gain minimum control or to cancel your control. The best Scoring option is chosen. 2ndPriority: country adjacent to a superpower > closest to gaining control/cancelling your control > country with higher Stability Number

2. Place Influence in a BG country to gain minimum control +1. 2ndPriority: country with higher Stability Number > country adjacent to your controlled countries.

3. Place Influence in a non-BG country adjacent to a superpower to gain minimum control. 2ndPriority: closest to gaining control > country with higher Stability Number

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4. Place Influence in a non-BG country to gain minimum control. The AI selects this option only until it has Domination + 2 countries or Control + 2 countries in the Region. 2ndPriority: closest to gaining control.

5. Place Influence in a BG country adjacent to the Region to gain minimum control where the AI has currently some Influence. Example: Pakistan is adjacent to the Middle East, so it may be selected if the AI has any Influence in Iran or India. 2ndPriority: closest to gaining control

6. Place 1 Influence in all BG countries where the AI has currently some Influence. 2ndPriority: countries adjacent to a superpower > closest to gaining control > countries you share with the AI > countries with higher Stability Number

7. Place Influence in a BG country or a BG country adjacent to the Region. That country must not have currently any AI Influnce. 2ndPriority: closest to gaining control > country with higher Stability Number

8. Place 1 Influence in all non-BG countries where the AI has currently some Influence. 2ndPriority: countries adjacent to a superpower > closest to gaining control > countries you share with the AI > countries with higher Stability Number

9. Place Influence in a non-BG country or a non-BG country adjacent to the Region. That country may/may not have currently any AI Influence. 2ndPriority: closest to gaining control > country with higher Stability Number

Reminder 1: Even if the sequence is restarted, the Region Play Restriction is still valid – a Player may not place more than 2 Influence in a country during a single Action Round.

Reminder 2: Even if the sequence is restarted, all the Influence markers must be place with, and adjacent to, friendly markers that were in place at the start of the AI’s Action Round.

Reminder 3: Options 5, 7 and 9 may not be chosen in the Secondary Region.

 Coup Attempts  The Stability Number of the country being Couped must be equal or less than the OPs value of the card used.  The AI may only attempt Coups in countries where the Stability Number + your Influence is equal or less than 5.  The AI prefers to Coup BG countries over non-BG countries when possible, then identifies the valid country/countries following the AI Coup Priority below. In case of further ties, the AI solves them in cascade order, using the AI Region/Country Priority Table, at the end of this rulebook.

AI Coup Priority: 1. country adjacent to a superpower 2. country with lowest Stability Number 3. country with your lowest Influence 4. country not adjacent to a country with AI Influence in

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The AI chooses to Realign if there is no country to Coup or due to DEFCON restrictions or if the “5 or less value” condition does not exist.

 Realignments Rolls  The Stability Number of the country being Realigned must be equal or less than the OPs value of the card used.  The AI may only try to Realign countries where you have 3 or less Influence.  The AI will never try to Realign countries with AI influence in.  The AI prefers to Realign BG countries over non-BG countries when possible, then identifies the valid country/countries following the AI Realign Priority below. In case of further ties, the AI solves them in cascade order, using the AI Region/Country Priority Table, at the end of this rulebook.

AI Realign Priority: 0. country with less of your +1 modifiers 1. country adjacent to a superpower 2. country with lowest Stability Number 3. country with your lowest Influence 4. country not adjacent to a country with AI Influence in

 Space Race: The AI performs this action only if certain conditions are verified in the Gameplay chapter.

 The China Card: The AI may never play it during the Headline Phase nor to conduct Coup attepts or make Realignment Rolls. The AI will use The China Card to place Influence if:  It was placed in the AI’s deck/hand and it is revealed during its Action Round;  The AI has emptied its hand/deck and there still are Action Rounds to be played and The China Card is faceup in the AI’s play area. 3. Gameplay

The game is played over a maximum of 10 Turns, each one consisting of 6-7 Action Rounds. To make the gameplay more understandable we will constantly refer to the GAME SEQUENCE 4.5 in the original Rulebook (A-I steps) with the exception that a “step X” is added in order to keep the original sequence of letters.

A. Improve DEFCON Status B. Deal Cards A facedown deck/hand is used by each Player instead of the classic hand of cards. The deck/hand is built through a variable draft mechanic for the purpose of giving depth and balance to the solo game experience.

 Turn 1 1. Draw 6 cards from the game deck and look at them. Choose and keep 3, then give 3 the AI balancing OPs: the total OPs value of your cards may not exceed those given to the AI. it can be equal. Place both deck/hands facedown in each respective play area.

For your first times you might want to keep as many events related to your side as possible.

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2. Repeat Step 1. 3. Draw 2 cards for you and 2 for the AI and place them in each respective deck/hand without looking at them.

Each Player should have a deck/hand of 8 cards. Shuffle and return each deck/hand to the respective play area.

 Turns 2-3 0. Draw 1 card (without looking at it) for each Player who has an empty deck/hand except for the Player who has The China Card in his/its play area and an empty hand/deck. That Player instead, moves The China Card into his/its hand/deck, so does not qualifty as having an empty deck/hand and won’t draw in this step. 1. Draw 6 cards from the game deck and look at them. Keep 3 + give 3, balancing OPs.

Possible Bonus: Gain 1VP if you decide to give the AI 3 cards with a total of 3 or more OPs than you.

2. Draw 4 cards and look at them. Keep 2 + give 2, balancing OPs. 3. Draw enough cards to bring each Player’s deck/hand size to 8 without looking at them.

Each Player should have a deck/hand of 8 cards. Shuffle and return each deck/hand to the respective play area.

 Turn 4-on 0. Draw 1 card (without looking at it) for each Player who has an empty deck/hand except for the Player who has The China Card in his/its play area and an empty hand/deck. That Player instead, moves The China Card into his/its hand/deck, so does not qualifty as having an empty deck/hand and won’t draw in this step. 1. Draw 6 cards from the game deck and look at them. Keep 3 + give 3, balancing OPs.

Possible Bonus: Gain 1VP if you decide to give the AI 3 cards with a total of 3 or more OPs than you.

2. Repeat step 1 + Possible Bonus 3. Draw enough cards to bring each Player’s deck/hand size to 9 without looking at them.

Each Player should have a deck/hand of 9 cards. Shuffle and return each deck/hand to the respective play area. X. Region Play Restrictions Phase Set up the Primary and Secondary Regions for the Headline Phase and the 1st Action Round.

1. eveal the top Scoring card and place it faceup to the left of the Scoring Card R Scoring Primary Second. Deck that you created during the setup. This will be the Primary Region. Card Region Region Deck

2. Reveal the next Scoring card and place it faceup to the right of the Both faceup Regions cannot be Early Scoring Card Deck. This will be the Secondary Region. War cards during Turns 1,2 and 3.

Exception: During Early War, if you revealed two Early War Scoring cards, discard the Secondary Region and keep drawing until you reveal a non-Early War card to replace it. Shuffle all additional drawn cards into the Scoring Card Deck.

New Primary and Secondary Regions will be defined at the beginning of each next Action Round (step D). C. Headline Phase Perform the steps below. 1. Draw 3 cards from your deck/hand and choose one to play, then move the remaining 2 cards to the bottom of your deck/hand in any order. If you draw The China Card, you may only choose between the other two cards during this Phase.

Exception: If you have the 4th space bonus in the Space Race, the AI will make his choice before you (resolve step 2 first). Thus you can make your selection with this additional knowledge.

2. The AI reveals the topmost card of its deck/hand. If the AI reveals: 9

 A solely your Event, it keeps drawing until reveals a card that is not solely your Event. In the rare case there is not one, the AI will play the card with the lowest OPs value. Shuffle all additional drawn cards into the AI’s deck/hand.

 The China Card, shuffle it into the AI’s deck/hand and reveal a new one.

 An AI or shared Event, check in the Card Appendix if it can be triggered as Headline and if it has any impact. If not, it keeps drawing until reveals a card that meets these requirements.

Exception: If the AI has the 4th space bonus in the Space Race, the AI will keep drawing until reveals a card with equal or greater OPs value than yours and is not solely your Event (in the rare case there is not one, the AI will choose a valid card with the lowest OPs value). That card is played as Headline.

3. Resolve cards as usual (higher OPs value first, US winning ties). Refer to the Card Appendix to see how the AI will react to the played cards.

 If you are permitted to place Influence during the Headline Phase, you can only add into the Primary Region and/or the Secondary Region – without penalty, unless otherwise specified on the card.

 If the AI is dictated to place Influence during the Headline Phase, it will be added in EUROPE unless otherwise specified on the card. Refer to the AI Influence Priority > AI Region/Country Priority Table in this order, if needed.

Since during the Headline Phase all cards are used as Events, remove from the game all cards with asterisks as usual. Move to the discard pile all other played cards (faceup).

D. Action Round Phase

1. Primary and Secondary Region After the 1st Action Round, new Region Play Restrictions are defined at the beginning of each next Action Round before Players perform their actions (it’s sort of a Phase into the Phase):  2ndA.R.: Discard the Primary Region card and replace it with the Secondary Region card. It will become the new Primary Region. No Secondary Region in this A.R.

 3rdA.R.: Discard the Primary Region card. During Mid/Late War: Before revealing any card, take the card at the bottom of the Scoring Card Deck (don’t look at it) and the two discarded Scoring cards. Shuffle the 3 cards and return them facedown to the bottom of the Scoring Card Deck.

Reveal a new Primary Region card. No Secondary Region in this A.R. During Early War: If you reveal an Early War Scoring card, this Action Round will be a Scoring Round (check Early War - CASE 1). During Mid/Late War: This will be a Scoring Round.

 4th A.R. o If the last A.R. was a Scoring Round (Early War - CASE 1 or Mid/Late War), discard the Primary Region card and reveal new Primary Region and Secondary Region cards.

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o If the last A.R. wasn’t a Scoring Round (Early War - CASE 2), discard the Primary Region card and reveal a new Primary Region card. No Secondary Region in this A.R. During Early War: If you reveal an Early War Scoring card, this Action Round will be a Scoring Round unless one has already occurred (check Early War - CASE 2.1).

 5th A.R. o If the last A.R. was a Scoring Round (only Early War - CASE 2.1) discard the Primary Region card and reveal new Primary Region and Secondary Region cards.

o If the last A.R. wasn’t a Scoring Round (Early War - CASE 2.2), discard the Primary Region card and reveal a new Primary Region card. No Secondary Region in this A.R. During Early War: If you reveal an Early War Scoring card, this Action Round will be a Scoring Round unless one has already occurred (check Early War - CASE 2.2.1).

 6thA.R. o If the last A.R. was a Scoring Round (only Early War - CASE 2.2.1) discard the Primary Region card and reveal a new Primary Region card. During Early War a Secondary Region is not needed because this is the last A.R. of the Turn, and 1 card remains facedown in the Scoring Card Deck.

o If the last A.R. wasn’t a Scoring Round (Early War - CASE 2.2.2), discard the Primary Region card and reveal a new Primary Region card. No Secondary Region in this A.R. At this point during Early War, a single card remains facedown in the Scoring Card Deck. During Early War: If you reveal an Early War Scoring card, this Action Round will be a Scoring Round unless one has already occurred (check Early War - CASE 3). During Mid/Late War: This will be a Scoring Round.

 7thA.R. (Mid/Late War): Since the last A.R. was a Scoring Round, discard the Primary Region card and reveal a new Primary Region card. A Secondary Region is not needed because this is the last A.R. of the Turn. At this point during Mid/Late War, 1 or 2 cards remain facedown in the Scoring Card Deck.

2. Action Rounds Flow The USSR plays first, as usual. You will always play first during a Scoring Round.

Your Action Round Draw 2 cards from your deck/hand (this may be 1 or none depending on the amount of cards you already played), choose one to play and move the other to the bottom of your deck/hand, if applicable. You can play the chosen card as Event or Operations (Influence, Coups, Realignments or Space Race) within the Human Player Restrictions. If the card you chose is a solely AI’s Event, check the Card Appendix to see how the AI will react and decide if playing first the Event or the card’s OPs.

If you choose to play UN INTERVENTION, you can only cancel the other card’s Event.

AI’s Action Round The AI reveals the topmost card of its deck/hand. Then the AI plays more or less aggressively depending if this is a Scoring Round or not.

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3. AI’s non-SCORING ROUND

 AI or SHARED EVENT Check in the Card Appendix if the Event can be triggered in a non-Scoring Round and if it has any impact: - If yes, the Event is triggered. - If not, the AI plays the card’s OPs as in a Scoring Round. Check SCORING ROUND – AI or SHARED EVENT.

 SOLELY YOUR EVENT If the AI hasn’t attempted the Space Race in the current Turn (or if it can attempt twice), check if the card has enough OPs to be played in such way: - If yes, the AI plays to the Space Race. - If not, the AI plays the card’s OPs as in a Scoring Round and decides if playing first the Event or the card’s OPs. The most rational decision is always taken. Check SCORING ROUND – SOLELY YOUR EVENT.

 THE CHINA CARD The AI only uses it to place Influence. 4. AI’s SCORING ROUND The AI plays aggressively trying to improve its Scoring Potential as much as possible. This means gaining Presence, Domination, Control or extra VPs or cancelling your Presence, Domination, Control or extra VPs in the Region. The most impactful decision is always taken. For this purpose, the AI behaves differently either it has advantage in the Region or not. There are 3 AI possible behaviours for both AI/shared Events and solely your Event.

 The AI is leading or tied in the Region.  The AI is not leading or has not Presence in the Region.  Final case – none of the two options above improves the AI’s Scoring Potential.

If during a non-Scoring Round the OP’s are played as in a Scoring Round, the AI doesn’t care about improving its Scoring Potential and the “final case” is never considered.

 AI or SHARED EVENT Check in the Card Appendix if it can be triggered in a “Scoring Round” and if it improves the AI Scoring Potential (Presence, Domination, Control or extra VPs): - If yes, the Event is triggered. - If not, for any reason, the AI plays the card’s OPs following the AI Action Priority: Influence Placement > Coup Attempts > Realignment Rolls.

If none of its actions can’t improve the AI’s Scoring Potential, identify the AI in one of the following cases. It wants to exaust its OPs in the most impactful way.

 The AI is leading or tied in the Region. The AI plays the card’s OPs following the AI Action Priority: Influence Placement > Coup Attempts > Realignment Rolls.

Exception:The AI plays the card’s OPs in the Secondary Region instead (- 1 OP penalty, to a minimum value of 1). A country which grants access to another Region is more important than a country in a Region where the AI has already Presence, Domination or Control.

If none of its actions can’t improve the AI’s Scoring Potential in the Secondary Region or if there is no Secondary Region, the Final Case is triggered.

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 The AI is not leading or has not Presence in the Region. The AI plays the card’s OPs (in the Primary Region) following the AI Action Priority: Influence Placement > Coup Attempts > Realignment Rolls.

If none of its actions can’t improve the AI’s Scoring Potential, the Final Case is triggered.

 Final case. If none of the two options above improves the AI’s Scoring Potential (Presence, Domination, Control, extra VPs or cancelling yours), the AI places Influence in EUROPE – without penalty, following the AI Influence Priority (page 6). At this point the AI doesn’t necessarily care about improving its Scoring Potential anymore.

 SOLELY YOUR EVENT The AI plays the card’s OPs following the AI Action Priority: Influence Placement > Coup Attempts > Realignment Rolls and decides if playing first the Event or the card’s OPs. The most rational decision is always taken.

If none of its actions can’t improve the AI’s Scoring Potential, identify the AI in one of the following cases. It wants to exaust its OPs in the most impactful way.

 The AI is leading or tied in the Region. If the AI hasn’t attempted the Space Race in the current Turn (or if it can attempt twice), check if the card has enough OPs to be played such way: - If yes, the AI plays to the Space Race. - If can’t attempt, for any reason, the AI plays the card’s OPs following the AI Action Priority: Influence Placement > Coup Attempts > Realignment Rolls and decides if playing first the Event or the card’s OPs. The most rational decision is always taken.

Exception:The AI plays the card’s OPs in the Secondary Region instead (- 1 OP penalty, to a minimum value of 1). A country which grants access to another Region is more important than a country in a Region where the AI has already Presence, Domination or Control.

If none of its actions can’t improve the AI’s Scoring Potential in the Secondary Region or if there is no Secondary Region, the Final Case is triggered..

 The AI is not leading or has not Presence in the Region. If the AI has The China Card faceup in its play area, the Event is moved to the bottom of the AI’s deck/hand and The China Card it is used to place Influence instead. If The China Card is not faceup in its play area, the AI plays the card’s OPs following the AI Action Priority: Influence Placement > Coup Attempts > Realignment Rolls and decides if playing first the Event or the card’s OPs. The most rational decision is always taken.

If none of its actions can’t improve the AI’s Scoring Potential, the Final Case is triggered..

 Final case. If none of the two options above improves the AI’s Scoring Potential (Presence, Domination, Control extra VPs or cancelling yours), the AI places Influence in EUROPE – without penalty, following the AI Influence Priority (page 6). At this point the AI doesn’t necessarily care about improving its Scoring Potential anymore.

 THE CHINA CARD If ASIA or SE ASIA is the Primary Region during a Scoring Round and The China Card is in its play area, the AI places Influence following the AI Influence Priority (page 6), if it can improve its Scoring Potential.

Remember that both Players may place Influence in the whole of ASIA even when the SE ASIA card is the Primary or or the Secondary Region. 13

As usual, remove from the game all cards with asterisks that are played as Events. Move to the discard pile all other played cards (faceup).

E. Check Military Operations Status Determine if you performed enough Mil-Ops during this Turn. If not, you are penalized as in a 2-Player game (DEFCON minus your Military Operations). Return both Players’ markers to 0. The AI is never penalized for not meeting the Military Operations requirement.

F. Reveal Held Card - Not applicable in this variant.

G. Flip The China Card - The China Card is flipped faceup if it’s a Player’s area.

H. Advance Turn Marker Move the Turn marker to the next Turn and improve game decks as in a 2-Player game. If the SE ASIA card was scored during this Turn, remove it from the game (this can only happen during Mid/Late War). Then retrieve shuffle all Scoring cards (discarded + the one facedown) for the upcoming Turn.

I. Final Scoring (after Turn 10 only) At the end of Turn 10, a final scoring of all the World Regions occurs. For this purpose, SE ASIA VPs are counted within ASIA VPs. This way there will be 6 total scorings (and not 7) at this point.

Determine your Victory rating: a. Score <0; Lost b. Score 0; Draw c. Score between 1 and 3 VPs; Game Victory d. Score between 4 and 6 VPs; Major Victory e. Score between 7 and 9 VPs; Complete Victory f. Score 10+ VPs; Master Level Victory

4. Game End Conditions The game ends immediately without final scoring:

 if a Player has reached the 20 Vps box at any point during the game. That Player scores an automatic Master Level Victory.  If you are the Phasing Player and the DEFCON drops to 1 (Nuclear War). You lose. The AI may never lose this way.  If the Event has been played. Determine your Victory Rating.  if the AI has Control in EUROPE during a Scoring Round. The AI wins.  If you have Control in EUROPE during a Scoring Round and you have positive score. You win with that score. Otherwise the game continues.

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5. Additional Notes

 When the wording says “the Region” it always refers to the Primary Region unless otherwise specified.

 While during Early War only 1 facedown card remains in the Scoring Card Deck at the end of the Action Round Phase, during Mid/Late War there are 2 cards left until the SE ASIA card is scored and thus removed from the game.

 If at any point the AI is required to go through the discard pile and there is not a card that fits the requirement or there are still no discarded cards, reveal the topmost card of the game deck until a qualifying card is found. Shuffle all additional drawn cards into the game deck.

 The China Card is always taken when performing a draw from the opponent’s deck/hand (if applicable). It can be chosen if trying to fulfill an OPs requirement for an Event (Quagmire, for example). Reshuffle both Players’ deck/hands.

 If you want a faster and a more unpredictable game, you can deal 8-9 random cards during the Deal Cards Phase, as in a 2-Player game. Note that this variant does not take account of balancing the OPs value and could have impact due to the restrictions of the solo game. Before dealing any card, the Player who has The China Card in his/its play area and an empty hand/deck, moves The China Card into his/its hand/deck, and then both Players are given enough cards to bring their deck/hand size to 8-9 without looking at them. Shuffle each Player’s hand/deck and continue the game.

6. Card Appedix  The following card list indicates if the AI is permitted to trigger an Event that has been revealed and how it would react if you play a card as Event. The AI will trigger a solely AI Event only if the the moment when the card is played is reported in the card’s description (Headline Phase, during a non-Scoring Round or a Scoring Round).

 Make sure you always check this list before any card is played as Event.

 If you can’t find a card in this list it’s because its Event is not changed.

Final Comments by GameRulesforOne “It is not possible to cover all possible scenarios that might occur using these rules. It is important that the decisions made by the AI are consistent and provide a logical and methodical way to spread its influence about the world. This is most important when it comes to deciding whether an event is going to provide a better impact elsewhere than playing influence in the primary region. Due to the balancing mechanics that are in these rules it is suggested that you stay as close as possible to the methodology discussed when choosing the action to perform.”

Early War

Arab-Israeli War: Headline / non-scoring round (if modifier 0 or -1 but only if a victory could win the game.) Blockade: Headline / non-scoring round; you may only cancel the event by choosing to use one of the 2 cards drawn on your turn otherwise you will be affected by the event. You must use the other card during your action round if the event was canceled. If AI is affected: the AI turns a card(s) until a 3+ OPs card is shown and discarded. Event will take place otherwise. Captured Nazi Scientist: Headline / non-scoring round; if AI is behind on the space race. CIA created: Headline / non-scoring round; you must sequence your hand in descending OP order (top to bottom) AI only events, then combining (shared/your) events put in increasing OP order (largest OP values on the bottom of your "deck/hand"). Shuffle like OP values without looking at the order when building deck. Then the AI plays 1 OP as in a Scoring Round. If AI is affected: You may view the AI "deck/hand" but do not change the card order. COMECON: Headline / non-scoring round (if AI can gain control in 2 or more countries) Containment: Headline / round 1 only during Early War /rounds 1 and 2 only during Mid/Late War. De Gaulle Leads France: Headline / Europe or non-scoring round (only if 3 influence affected)

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Decolonization: Headline / non-scoring round: Attempt to control multiple BG countries first that do not neighbor each other, if none, place in neighboring non-BG countries to gain control where possible. The countries taken should give the AI the best ability to spread out. Defectors: Headline only: May not be played during action round for the OPs value unless it is the only card in hand including the China card if applicable. If drawn during an action round, move Defectors to the bottom of the "draw/hand" and draw another card for play. De-Stalinization: Headline / non-scoring round: The AI will use the event if he has at least 2 "excessive" (above control) influence in country(ies) to use to spread to at least 2 different BG countries in at least 2 regions. If he can gain control of 2 different BG countries in the regions, he will choose to do this. The BG countries considered in order are Panama, Thailand, Venezuela, Argentina, Nigeria, Zaire otherwise gain control of one of these BG countries and 2 non-BG countries or as many non-BG countries as possible. Duck and Cover: Headline / non-scoring round: Activated if 2+ VP are earned or in any scoring round: if the VPs earned achieve victory. East European Unrest: Headline / European scoring round: Activated if the effect of the event in the scoring round is greater than using the OPs to place influence. Fidel: Headline / Central America or non-scoring round Five Year Plan: Headline / non-scoring round Formosan Revolution: Headline / during an Asia scoring round: Event is only used in the scoring round if the additional influence is not needed and it will benefit scoring. Independent Reds: Headline (only if 2+ influence affected otherwise draw another card) / Europe or non-scoring round if 3+ influence gained. Indo-Pakistan War: Headline / non-scoring round: Attack the direction providing the AI’s greatest benefit and only use as event if 0 or 1 adjacent controlled countries during headline or 0 during a non-scoring action round. If both options are the same, India invades Pakistan. Korean War: Headline / non-scoring round (if US has at least 1 influence in South Korea with a zero modifier or US influence 3+ and a +1 modifier) Marshall Plan: Headline (if 6+ influence can be placed or 2+ countries can gain control) / Europe scoring round (if 2+ countries can gain control) Nasser: Headline / non-scoring round unless the 1 influence would have an effect on scoring. NATO: Event never activated, play for OPs only. If drawn in Headline phase, redraw. Nuclear Test Ban: Headline / non-scoring round: Activated if 2+ VP are earned or if achieves victory. Olympic Games: Headline / non-scoring round: Boycotts only to prevent victory and won't choose the event if DefCon is at 2. If you boycott the Olympics, the AI places influence in Asia without penalty using the AI Influence Priority. Red Scare/Purge: Headline / round 1 only: Romanian Abdication: Headline (as long as 1 or more influence is affected) / Europe or non-scoring round if 2+ influence removed/added. Socialist Governments: Headline / Europe scoring round (if favorable for scoring) Suez Crisis: Headline (if 3+ influence can be removed, draw another card otherwise) / non-scoring round but only if 4 influence can be removed. Remove influence from France, Israel and then the U.K. taking 2 from the first country possible in the order. Truman Doctrine: Headline (only if influence can be removed, redraw otherwise) / Europe or non-scoring round (if 2 or more influence can be removed) UN Intervention: (Cannot be used during the headline phase.) Can be used in any action round. The AI will turn cards from the AI’s deck until an event revealed is solely yours, the event card will be used for its OPs value to place influence. Reshuffle any other cards turned into the AI deck. If no suitable card is found, the card is used for its 1 OP value. If you choose to play UN Intervention you may only cancel the "other" card drawn during the action phase. US/Japan Mutual: Headline only Vietnam: Headline, Asia/SE Asia / non-scoring round Warsaw Pact Formed: Headline / Europe or non-scoring round

Mid War

ABM Treaty: Headline / all rounds (Always play event) Allende: Headline or South America scoring round (only if AI does not control Chile, redraw during headline phase as needed) Alliance for Progress: Headline / non-scoring round (only for 2+ VPs) Arms Race: (Not during the headline phase) / non-scoring round (if the AI has used more military actions than you. Compare his used MA to the current DefCon to determine if 3 VPs earned instead). "Ask not what your country can do for you ...": Headline / non-scoring round (Looks through his cards and discard all events that are solely yours then reshuffles his "deck/hand".) You: You may not review the cards that you drew and must shuffle your “deck/hand” after adding the cards to your "deck/hand". Bear Trap: Headline or non-scoring round (If AI affected, AI draws cards until a 2+ US OPs card is revealed otherwise 16 selects a 2/3/4 (in order) OP shared event before rolling. Activate event otherwise. If you are affected, you may only block with the 2 cards that you draw. You may choose to not discard a card and skip your turn.) Brezhnev: Headline or action round 1 only Brush War: Headline or any action round (Scoring region chosen first (BG before a non-BG Country), if applicable. Otherwise a BG country in the secondary region or a country in Europe (BG before non-BG). Countries with a zero modifier are considered first in all cases. If none, then only those with a -1 modifier are considered, otherwise the event is not activated and influence is placed. Camp David Accords: Headline or Middle East or non-scoring round (only if control in 1+ BG country gain or control of 2 countries) Colonial Rear Guards: Headline or non-scoring round (Refer to the AI influence placement sequence. None should be placed in neighboring countries, if possible. Gain control of 2+ countries if possible.) Cuban Missile Crisis: Headline (only if influence can be removed) or Europe scoring round (Set DefCon to 2 and remove 2 influence from West Germany/Turkey whichever is yours but only if it affects scoring more than placing OPs. All other text is ignored. If AI is affected it removes 2 Influence from Turkey, if possible.) Cultural Revolution: Headline or 1st action round (if can gain China card otherwise draw another card) / later action round only if VP gain achieves victory. Flower Power: Headline (only if leading by 5+ VPs, otherwise draw another card) Grain Sales to the Soviets: Headline (3+ OPs with AI or shared event, otherwise draw another card) / any action round (use event if favorable to his position otherwise return and use OPs). How I learned to stop worrying ...: Headline or non-scoring round (AI sets DefCon to 5 and gains 5 military OPs). John Paul II Elected Pope: Headline (2+ influence exchanged) / Europe or non-scoring round (if 3 influence exchanged) Junta: Headline or Central America or South America scoring round (Place influence according to AI sequence in a scoring region, if applicable, then the region which the AI has the least control. Coup a 2 stability BG country but if none, realign considering a country with a 2 then a 1 stabilization number. The AI wants to access the most countries. Kitchen Debates: Headline or non-scoring round (only if 2 VPs can be earned. Redraw during the headline phase as needed) Latin American Death Squads: Headline or Central/South America scoring round (AI will immediately coup Central/South America using the card effect and referring to DefCon. BG countries, next to superpower and then non-BG countries are considered in order. If none, the OPs are used for influence placement in Central/South America. The cards effect stays active. Liberation Theology: Headline or non-scoring round (Refer to the AI influence placement sequence. None should be placed in neighboring countries, if possible. Gain control of 2+ countries if possible.) Lone Gunman: Headline or non-scoring round (If you are affected you must sequence your hand in descending OP order (top to bottom) AI only, then combining (shared/your) events but in increasing OP order (highest OPs values at bottom of deck). Shuffle like OP values without looking at the order when building deck. Missile Envy: Headline or non-scoring round (If you played it, expose the AI "deck/hand" and choose the greatest OPs value card if 3+, solely your event is taken, if possible. Shuffle like valued cards and choose randomly, if needed. Reshuffle the AI hand after the selection has been made. If AI played, you must choose the highest value OP card. If 2 or more are the same, you choose between the options.) In either case give the Missile Envy card to the other player for OPs use in the next action round. Muslim Revolution: Headline (Must be able to remove 4+ influence to activate the event, draw another card otherwise) / non-scoring round (Must be able to remove 5+ influence to activate the event.) If activated BG countries considered first in the following order: Iran, Libya, Egypt and the Iraq before other non-BG countries. Refer to country sequence as needed. Nixon Plays the China Card: Headline / Non-scoring round (AI must have the China card.) Nuclear Subs: Headline only (the first time the AI coups this turn he will coup twice, in the appropriate country sequence noted above.) Leave card visible if/until activated. OAS Founded: Headline or South America or Central America scoring round (scoring then weaker positioned region is chosen first considering score and then country access) "One small step": Headline or non-scoring round (only if behind in the space race). OPEC: Headline or non-scoring round or scoring round if OPs have no effect (use only if 2+ VPs can be earned. Draw another card during headline phase if needed.) Panama Canal Returned: Headline or Central America scoring or South America scoring or non-scoring round (must be able to gain/break control of at least one country or expand into two. Redraw during the headline phase as needed.) Portuguese Empire Crumbles: Headline (only if not controlling both countries, redraw if needed) / Africa scoring round (if has a greater effect on the region) Puppet Governments: Headline or non-scoring rounds (take control of 2 countries that don’t neighbor each other, if possible) Quagmire: Headline or non-scoring round (If you are affected, draw your top 2 cards, if both are 1 OPs do not roll and lose your turn. You may also choose not to roll but just to discard and not play the round. If the AI is affected, turn cards in the AI deck until a 2+ OPs card with your event is revealed. If none, choose another 2/3/4 OPs card in sequence. Then roll to see if the event is cancelled. Reshuffle the AI deck after selection has been made if additional cards are drawn.) 17

Sadat Expels Soviets: Headline or Middle East scoring or non-scoring round (only if USSR has influence in Egypt or control can be gained) SALT Negotiations: Headline or non-scoring round or leading in a scoring round (AI will go through the discards from top down; gaining the first solely AI, 3+ OP event card that he comes across. Reshuffle his deck) Shuttle Diplomacy: (Not during headline phase, draw another card) / Middle East scoring or Asia scoring (the card's effect must be able to alter scoring when played. South African Unrest: Headline (only if influence placement does not over control (+2) any of the countries, if so, redraw) / Africa scoring or non-scoring round (U.S. controls South Africa and control can be taken away or the USSR already controls the neighboring 2 countries, the South Africa only option is chosen. Otherwise must be able to take control of one country or expand into 2) Summit: Headline or non-scoring round (Only if even or has an advantage. Redraw in headline phase if needed. If the event is used, the AI will move the DefCon up one level.) U2 Incident: Headline / any other round (only to achieve victory) Ussuri River Skirmish: Headline or Asia scoring or non-scoring round Voice of America: Headline or any round other than a European scoring round (unless no effect) The scoring region is considered first. The AI will want to gain control in the most BG countries as possible before considering non-BG countries unless domination or control can be achieved in the primary region. "": Headline or non-scoring round (Event cannot be chosen if DefCon is currently 2. If forced to play the event for OPs and DefCon is 2, do not reduce DefCon. The AI cannot be forced into thermonuclear war.)

Late War

Aldrich Ames: Headline or non-scoring round (If you are affected, expose your hand, discard your highest OP card that is solely your event, if none, choose the highest OP shared event card (not the China card). Then you must sequence your hand in descending OP order (top to bottom) AI only cards, then combining shared/your events but in increasing OP order. You as the US player must play the cards in sequence and will not "draw 2 cards and select" for the remainder of the turn.) An Evil Empire: Headline / any round (only used to achieve victory) Chernobyl: Headline (effect is delayed until the first scoring round and protects the region) / scoring round (protects the scoring region only if the AI is leading in the region) : Headline / any other round (only if "The Reformer" is in effect or the 2 VP will gain victory) Iran-Contra Scandal: Event never activated, play for OPs only. If drawn in Headline phase, redraw. Iran-Iraq War: Headline (modifier of 0 or -1) or non-scoring round (modifier of 0 or -1 only to possibly achieve victory) Attack the direction that favors the AI or Iran, otherwise. Iranian Hostage Crisis: Headline or non-scoring round (if USSR does not control Iran) Latin America Debt Crisis: Headline or non scoring round (If you are affected, the 3+ card must be in the 2 cards drawn or the “other” card playing on your phasing turn, otherwise the event happens.) Marine Barracks: Headline or Middle East scoring or non-scoring round (Activated only if US has influence in Lebanon and control can be eliminated or control can be gained in 1+ countries.) Redraw if needed during headline phase. North Sea Oil: Event never activated, play for OPs only. If drawn in Headline phase, redraw. Ortega Elected in Nicaragua: Headline or Central America scoring or non-scoring round (Activated only if the US has influence in Nicaragua and neighboring country with influence.) Redraw if needed during headline phase. Pershing II Deployed: Headline / Europe scoring (if influence removal affects scoring or VP achieves victory) / non-scoring round (if VP achieves victory) Reagan Bombs Libya: Headline or non-scoring round (activated only if USSR has influence in Libya. If you as the USSR has 3+ influence in Libya the AI will activate the event and gain 2 VP instead of 1. If no USSR influence in Libya and the event is headlined, another card is drawn meeting the headline requirements. Solidarity: Headline or Europe scoring or non-scoring round Soviets Shoot Down KAL 007: Headline or Asia scoring round or non-scoring round (May not be played if DefCon is at 2. If AI forced to play when DefCon is 2, only the VPs are applied. The AI playing the USSR cannot cause thermonuclear war by using the event.) Star Wars: Headline or scoring round (if leading in the primary region) Look for a 3+ US event to execute choosing the first one you come across. Tear Down this Wall: Headline or Europe scoring or non-scoring round (used only gain or break control of East Germany) Redraw if needed during headline phase. Terrorism: Headline / non-scoring round (if "Iranian Hostage Crisis" is active) / scoring round (if OPs have no effect) The Iron Lady: Headline (playable if 2+ influence can be removed from U.K. and/or US has Argentinean control that is not lost by the addition of the influence) / any round (only if the VP gains US victory)

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The Reformer: Headline or Europe scoring or non-scoring round or any other scoring round (if OPs does not make a difference in the scoring round.) WarGames: Headline or any round (only to achieve victory)

Optional

AWACs Sale to Saudis: Headline or Middle East scoring or non-scoring round (only if US does not control Saudi Arabia) Redraw if needed during the headline phase. Che: Headline or Central America scoring or non-scoring round (lowest stability BG and then non-BG country chosen first which must have a 1 or 2 stabilization number. If successful, repeat. Choose the scoring region or a region that has yet to be seen first, if applicable.) NORAD: Headline or non-scoring round (Place influence in a BG country that affects control first before considering other BG countries (early war regions during early war and weakest region thereafter)) Our Man in Tehran: Headline (Draw 5 cards and keep all US or shared event cards, shuffle into "deck/hand" or non-scoring round (only in turns 4 to 9) Special Relationship: Headline or Europe scoring or non-scoring round (only if countries neighboring UK are not controlled) Redraw if needed during headline phase. The Cambridge Five: Headline (place one influence in the current primary and secondary region according to the AI region/country sequence) or any scoring round (only if able to break control in a BG country, place one influence in the country) Yuri and Samantha: Headline only

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7. Early War: Region Play Restric�ons 1 SCORING ROUND

X. Region Play Restrictions Phase C. Headline Phase

Scoring START Primary Second. Card Region Region HERE Deck

D. Action Round Phase 1st A.R.

Scoring Primary Second. Card Region Region Deck

= The Primary Region card 2st A.R. will be discarded before the next Ac�on Round. Scoring Primary Card Region Deck

CASE 1 3st A.R. CASE 2 3st A.R. Early War card NON SCORING Early War card Scoring Scoring Primary Primary ROUND Card Card Region Region Deck Deck

4st A.R. CASE 2.1 4st A.R. CASE 2.2 4st A.R. Early War card NON SCORING Early War card Scoring Scoring Scoring Primary Second. Primary Primary Card ROUND Card Card Region Region Region Region Deck Deck Deck

5st A.R. 5st A.R. CASE 2.2.1 5st A.R. CASE 2.2.2 5st A.R. Early War card NON SCORING Early War card Scoring Scoring Scoring Scoring Primary Primary Second. Primary Primary Card Card ROUND Card Card Region Region Region Region Region Deck Deck Deck Deck

st st 6 A.R. 6st A.R. 6 A.R. CASE 3 6st A.R. Early War card SCORING Scoring Scoring Scoring Scoring Primary Primary Primary Second. Primary Card Card Card ROUND Card Region Region Region Region Region Deck Deck Deck Deck

1 CARD 1 CARD 1 CARD 1 CARD REMAINS REMAINS REMAINS REMAINS SHUFFLE SHUFFLE SHUFFLE SHUFFLE 20 8. Mid/Late War: Region Play Restric�ons 2 SCORING ROUNDS

X. Region Play Restrictions Phase C. Headline Phase

Scoring START Primary Second. Card Region Region HERE Deck

D. Action Round Phase 1st A.R.

Scoring Primary Card Region Deck

= The Primary Region card 2st A.R. will be discarded before the next Ac�on Round. Scoring Primary Card Region Deck

3st A.R. 1 Take the 2 discarded 2 Shuffle the 3 cards cards and the card and return them at the bo�om of the deck. to the bo�om of the deck.

Scoring Card + Deck

3 6st A.R.

SCORING SCORING Scoring Scoring Primary Primary ROUND Card ROUND Card Region Region Deck Deck

4st A.R. 7st A.R.

Scoring Scoring Primary Primary Second. Card Card Region Region Region Deck Deck

1 or 2 CARDS REMAIN 5st A.R.

Scoring Primary Card SHUFFLE Region Deck

21 9. Region/Country Priority Table ASIA MIDDLE CENTRAL SOUTH EUROPE (SE ASIA AFRICA EAST AMERICA AMERICA included) US USSR US/USSR US/USSR US/USSR US/USSR US/USSR West Germany East Germany Iran Pakistan Panama Venezuela South Africa France (Mid War+) Poland Egypt North Korea Mexico Argen�na Zaire Italy Romania (Mid War+) Iraq Thailand Cuba (Mid War+) Brazil Algeria

South Korea Chile Canada Finland Lybia (a�er “Korean War” Event) El Salvador (a�er “Allende” Event) Nigeria Spain Czechoslovakia Israel India Nicaragua Paraguay Angola Japan U.K. Yugoslavia Saudi Arabia (US Player: Mid War+) Costa Rica Columbia Sudan Greece Austria Jordan Afghanistan Guatemala Uruguay Tunisia Denmark Hungary Syria Malaysia Hai� Peru Zimbabwe Sweden Bulgaria Lebanon Burma Honduras Ecuador Ethiopia

Benelux Gulf States Indonesia Dominion Rep. Bolivia Botswana Turkey Laos/Cambodia Saharan States Norway Philippines Morocco Taiwan Ivory Coast Vietnam (USSR Player: Mid War+) Cameroon Australia SE African State s Somalia

Kenya GameRulesforOne’s comment: “Feel free to alter priorities if your experience dictates differently. The betther your opponent performs, the more interesting the variant will be and your play will become.”