BLITZ! a WORLD in CONFLICT LIVING RULES Germany, Fortress Europa: Don't Count Allied- Controlled Land Areas in Iceland and French West Blitz! a World in Africa Either

BLITZ! a WORLD in CONFLICT LIVING RULES Germany, Fortress Europa: Don't Count Allied- Controlled Land Areas in Iceland and French West Blitz! a World in Africa Either

1 BLITZ! A WORLD IN CONFLICT LIVING RULES Germany, Fortress Europa: don't count Allied- controlled land areas in Iceland and French West Blitz! A World in Africa either. Conflict Allied Victory Card: Both AFA and USA No Casualties (clarification): The Game of World War 2 Grand the AFA/USA still has to control the land area that was taken at the end of the turn (i.e., if you take a Strategy land area but lose it during the Axis blitz and don't take it back again without loss, then you don't get Dedicated to the memory of Dean Lueke this Victory Point). Last updated: May 11, 2019. USA Pacific Domination (clarification): any Axis unit (other than Japan's printed Convoys) counts. LIVING RULES Updates from the printed rules are in red font. USSR Buffer Zone (clarification): the three land areas must all be "adjacent" to a land area in the AFA Weapons Development Chart: At Start Oil and USSR itself. Resources should include Poland 1 Resource. RULES & SCENARIOS Germany Weapons Development Chart: Reference to France should say 2 Resources. Blitz! A World in Conflict, a collaborative production of Compass Games and the Australian USSR Weapons Development Chart: Reference to Design Group, is a grand strategic level game of the Near East should say 2 Oil. entire Second World War. From two to five players will manage the economies, conduct the military Map (corrections): operations, and make the political decisions for the • Malta should have an AFA indicating AFA major nations involved in that conflict. The game control from the start of the war. also plays very well solitaire. • The Island Manila should also touch the East China Sea directly. (The Port in Manila only Gamers who are new to historical gaming should touches the South China Sea however.) start with the Short Scenarios that immediately • The West Coast in the USA should have a follow. These will get you playing the game Factory with 2 Factory Factors. immediately while gradually introducing you to the rules. Map (clarifications): • Iceland has a Snow icon; the North Sea does Experienced gamers who have played historical not. World War II strategy games before may wish to • South-East Asia and Canton do connect jump ahead to the full rules. overland. • Austria-Czechoslovakia is a Mountain terrain Included in this game box are: land area. • One 35” x 22” map of the world, • South-East Asia is a Mountain terrain land area. • One full and one half countersheet of 5/8” units, • Norway does touch the Arctic Ocean directly. • One full countersheet of 3/4” units, • One 8.5” x11” double-sided Victory Card, Axis Victory Card: • One 8.5” x11” double-sided Blitzing the Road to War card, 2 BLITZ! A WORLD IN CONFLICT LIVING RULES • Six 8.5” x11” double-sided Weapons that start with a number (e.g. 4.1) refer to the full Development / Short Scenario charts, rules text. The rules listed for each Short Scenario • Two six-sided dice are intended to be comprehensive for that Scenario • This rulebook, and and automatically include the rules for every prior • One Box and Lid set. Short Scenario. However, Short Scenario rules with no letter reference number, and any rule so noted, Table of Contents are special rules that apply to that Scenario only. Otherwise, the full rules take precedence over any Short Scenarios Short Scenario rules summary. A few Designer’s A. The Blitz of Western Europe Notes (shown in italics) along the way provide B. The Longest Day context for aspects of the game that are introduced C. The Battle of the Atlantic in that Scenario. D. Barbarossa E. Empire of the Rising Sun Scenario A. The Blitz of Western Europe F. The Rise and Fall of Fascism Background: Within the last year, Germany Blitz! A World in Conflict Full Rules incorporated Austria (via the Anschluss) and dismembered Czechoslovakia while the rest of the 1. Starting a New Game world stood and watched. German sights now turn 2. Playing a Turn to Poland, but this time France and Great Britain, 3. Politics (i.e., the Anglo-French Alliance, or AFA for short) 4. Sea Area Activities won’t back down. It’s war, but with perhaps not 5. Land Area Activities quite the outcome that France envisioned. 6. Resolving Combat Rounds 7. Turn End Activities Who is Involved? Germany vs. the AFA (including 8. Victory and Game End Poland). We suggest that the least experienced 9. Optional Rules player runs Germany. 10. Designer’s Notes 11. Blitz! Community Time Needed? 10 – 20 minutes. 12. Credits Number of Players? 2. SHORT SCENARIOS Which Turns? Turns 1 and 2. The Short Scenarios allow you to play the game minutes after opening the box, starting with How To End the Game and Win: The game Scenario A. The Blitz of Western Europe. Each continues until the moment Germany gains control successive Scenario gradually introduces you to all of Paris and Poland, or until the end of Turn 2, of the rules, adding one to two pages that you can whichever comes first. If Germany gains control of read quickly and use immediately. For example, Paris and Poland then the game ends immediately Scenario B. The Longest Day uses all of the rules and the German player wins; otherwise the AFA introduced in Scenario A. The Blitz of Western player wins. Europe, plus it will add a few new rules. Set-up & Game Turn Sequence: See The Blitz of The rules used in the Short Scenarios are summaries Western Europe Set-up Chart. of the relevant sections in the full rules. Rules Chart updates: references that start with a letter (e.g., A.1) refer to 4. Allied Free Blitz. Repeat 1. D and 1.E above, but Short Scenario rule summaries, while references only.... 3 BLITZ! A WORLD IN CONFLICT LIVING RULES 5. Reinforcements:.... A land unit moves using its movement, which is the number in the green-shaded circle. Move from one Map Areas in Play: Sea areas are not in play. The area to an adjacent area and so forth, until you run only land areas in play are those in Belgium- out of movement or wish to stop. Each land area Netherlands, France, Germany, Great Britain, and entered counts as one unless it has Jungle, Mountain Poland. or Swamp terrain, in which case it counts as two. You may not enter a land area that has an enemy A.1 Declare War (3.2) land unit located there. However, you may enter, When performing actions, your side may declare take control of, and move through, an enemy- war on Belgium- Netherlands. If you do, the other controlled land area that does not have a land unit side immediately gains control of Belgium- located there. A FORT may never move. Netherlands and places the Belg.-Neth. Army in Belgium-Netherlands. No other declarations of war A.5 Overseas Move (special rule for this scenario may be made. only) A.2 Conquest (3.4) An AFA land unit in London may move directly to Gaining control of every land area in an enemy Paris, where it must stop its movement. The AFA is country immediately conquers that country. France required to leave at least one land unit in London at is a special case; you only need to gain control of all times. Paris to conquer France. A.6 Land Area Combat (5.3, 6.1, 6.2, 6.5, 6.6) A.3 Rebase Air and Naval Units (5.1) An air unit may rebase using three times its Designer’s Note: Resolving a Ground Attack is the movement, which is the number in the white-shaded most complicated aspect of the entire set of Blitz! circle. Move from one area to an adjacent area and rules. Once you have mastered this, the rest of the so forth, until you run out of movement or wish to rules will be a cakewalk. The example in 6.2 and stop. Your rebase move must end in a friendly land continued in 6.6 may help. For an easier time on area, but may pass over sea areas and enemy (but your first game, you can ignore the references not neutral) land areas. Each land area entered below to the red ‘-‘ and white ‘+’ triangles. These counts as one, and each sea area entered counts as defensive factors add a lot of flavor (and historical two. Your air unit can also move along an Air accuracy) to the game, but are also the trickiest Route to another land area as if that land area was aspect to master. Then incorporate them on your adjacent. next game. Example: James, playing the AFA, wishes to move You may launch any number of land area Ground the Royal Air Force in London to Paris. It has a Attacks as follows. Announce which enemy- range of one, so it may rebase with a range of three. controlled land area you are attacking, and with It could rebase from London to the adjacent North which of your units. Then announce the next, and so Sea (that counts as two moves) and then to Paris forth, until you have announced all of your land (one more move for a total of three). Alternately, it area attacks. Your land units must be in an adjacent could rebase directly from London to Paris using land area and must have at least 1 printed Land the Air Route that connects those land areas (that Factor. Your air units must be in range of the target counts as one), and then from Paris to Vichy France land area: a 1 range air unit must be in an adjacent (one more move for a total of two.) land area; a 2 range are unit must with no more than 2 land areas away, and so forth, following the same A.4 Move Land Units (5.2) rules as rebasing, A.3.

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