Rules, briefly

How it plays

The short version of the rules. The player manual inside the game has the minutiae.

Your opening position

Each power starts with a small stockpile, a level 1 lab, and four formations at its capital. Every holding begins next to at least one empty territory that a garrison can take on the first turn. New Zealand is the exception, being one island.

Filing orders

Orders are simultaneous. Each formation can take one order: march, attack, scout, dig in, muster, or, for aircraft, patrol. Only ground formations dig in.

Through turn 9 you can file up to seven orders. On turn 10 that goes up to eight, then one more every eight turns after. You'll hear about each increase in the returns for the turn before it.

Filing spends one turn credit. You can amend your orders for free until the turn closes.

Soldiers seated at long tables in a field operations hut, studying maps pinned to the wall.
Oro Bay, New Guinea, November 15, 1944. Men of the 477th Antiaircraft Artillery, Air Warning Battalion, study maps in the operations section. US National Archives 531348. Public domain.
A 1944 army situation map of northern France with unit symbols and a hand-drawn front line.
Situation, 1200 hrs, August 18, 1944. Twelfth Army Group situation map. Library of Congress. Public domain.

What you can see

Who holds each region is public, and the political map is redrawn at the end of every turn. Forces are not public.

You know your own regions in full. For every region that touches your land you get a contact report, which is a strength band, not an order of battle. To learn what's actually there, send scout wings or fast ground units.

Seas

Ships that move into an empty sea zone take control of it. Sea zones produce nothing on their own.

Fighting alongside an ally

When allies take a region together, it goes to whichever ally has the most surviving strength among the units that fought.

Labs and designs

Every unit comes from a catalog of designs rated from power 1 (Second World War) to power 10 (near future). Fighters, strike aircraft, bombers and helicopters each have a design at every lab level. Infantry gets a new line at least every other level.

Staff officers

Seats without a human player are run by the house. Its staff officers pick an objective they can actually pursue, such as a breadbasket, oil, an arsenal, laboratories or plain conquest, and stick with it unless their capital falls or the ground army can no longer support the plan.

When a turn closes

If you're the last player to enter orders, the turn closes as soon as you file. If other players still need to file, it waits for every human to do so, or for the order deadline to hit.

A Navy petty officer wearing a headset points at a control panel while a pilot sits in a training cockpit.
Released July 16, 1951. WAVE Petty Officer Third Class Margaret Fudine checks a pilot out on the Link trainer. US Navy photo, National Archives 330-PS-2022. Public domain.