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AW-SOP Basic v2

This document provides the sequence of play and rules for the board game "Absolute War!". It outlines 8 phases that occur each turn: 1) New Turn Housekeeping, 2) Card Phase, 3) War Status Check, 4) Strategic Phase, 5) Movement Phase, 6) Combat Phase, 7) Reserve Phase, and 8) Used Marker Phase. Key aspects covered include determining war initiative, drawing event cards, conducting supply checks, moving and reinforcing units, resolving combats, and tracking victory points. Special rules are also defined for units like air units, fortifications, and the Axis Allied nations.

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E. Lohengrin
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0% found this document useful (0 votes)
24 views

AW-SOP Basic v2

This document provides the sequence of play and rules for the board game "Absolute War!". It outlines 8 phases that occur each turn: 1) New Turn Housekeeping, 2) Card Phase, 3) War Status Check, 4) Strategic Phase, 5) Movement Phase, 6) Combat Phase, 7) Reserve Phase, and 8) Used Marker Phase. Key aspects covered include determining war initiative, drawing event cards, conducting supply checks, moving and reinforcing units, resolving combats, and tracking victory points. Special rules are also defined for units like air units, fortifications, and the Axis Allied nations.

Uploaded by

E. Lohengrin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Absolute War!

Sequence of Play (Basic Game)


I. New Turn Housekeeping 3. Card Phase 5. Movement Phase 8. Used Marker Phase
1. Advance Turn Marker a. Draw 4 Events • Leg/Mobile Stack = 2/3 MPs • Remove Phasing player’s Major
2. Game Turn Event (ignore * events) • Ignore Event text & War Goals • Air to any friendly-controlled Zone Offensive/Disrupt/Armor markers
3. War Status Check • -1 card per enemy-controlled War (Total # not limited by Weather) • -1 WSP per Major Offensive
• Determine War Initiative per Turn Econ. Site / Game Turn Event o Unsupplied: 1 MP (only friendly) removed from uncontrolled Zone
Track (Re-shuffle decks if it changes) • +1 card per flipped Lend-Lease o Disrupted: 2 MP • Remove both players’ Done
• Major Offensives: Init.=2, Non-Init.=1 • War Initiative may redraw 1st card o Cannot enter enemy-occupied Hex markers
(Germans = 0 in General Winter) b. May discard cards and flip Industry or Area (unless only Air → Return
enemy Air to Air box); III. Soviet Player Turn
markers to gain RPs (1 RP each)
II. German Player Turn o Cannot enter boxes Same as German Player Turn
1. Supply Phase • Max RPs: 4 (Germans)/6 (Soviets)
o Phase end: Enforce stacking limits
a. Both players check Supply c. Discard down to 6 cards IV. End Of Turn
• Unsupplied Stack which cannot 6. Combat Phase Check Victory Conditions
4. Strategic Phase 1) Place Major Offensives in enemy (War Initiative player first)
trace unlimited Supply Line → a. Withdraw Units (Air → Air Box)
Captured (Sov./Ger. = -1/2 WSP) /contested Zones (max 1 each) Instant Victory:
b. Upgrade Units (-1 WSP per unplaced marker) • Germans control 4 Soviet War Aims
• Unsupplied Stack which can trace
• Flip Soviet Upgrade: Untrained →
unlimited Supply Line → Disrupt 2) Choose target Stack and Attacker • Soviets control 1 German War Aim
Trained → Front Upgrade (= CPs)
• Stack which cannot trace unlimited o Place Attack marker on Attacker • Initiative player has 19 WSP and
• Flip Soviet Upgrade/Spend 2 RP:
Supply Line → Unsupplied o Combat mandatory in Contested opponent has 0 WSP
Flip reduced 2-step unit
• Unoccupied Zone cannot trace Soviet Initiative=No Axis Upgrade
Zone unless Fort present End Game Victory:
unlimited Supply Line → Change o Each stack can only attack/be • Soviets win if: Soviet-controlled
• Spend 1 CM → Flip Air/Fort Greater Germany Zones > German-
control targeted once per player turn
c. Reinforcements controlled Soviet Zones
b. Phasing player flips Industry/ Lend- 3) Resolve Combat
• Spend 1 CM → Reserve • Otherwise: Most WSP wins!
Lease markers to ‘Ready’ • Free → Friendly Minor/Major City 4) Repeat from Step 2 as desired
c. Phasing player removes all Pockets with Supply Line (No Sea Supply) 7. Reserve Phase War Status Points
• Non-Phasing player gains +1 RP in unit’s home country • Deploy Reserves → Any friendly- Capture Major City/
per Pocket removed from zone not • Front Upgrade → Set aside +1
controlled zone with Supply Line Oil Well
controlled by phasing player • Fort → Friendly Zone (face down) (No Sea Supply) Capture War Aim Site +1
2. Combat Marker Phase d. Replace Eliminated Units (in order) (Axis Allies in limited locations) Major Offensive failed/
-1
• Regain all Combat Markers 1) Shattered → Reserve (free) unused
o Attack CMs not limited by Weather 2) Destroyed → Reserve (1 RP each) Soviet/German/Axis
-1/-2/0
o Only 1 Mobile/Armor marker if Oil 3) Captured Soviets/Germans → unit Captured
Well Zone is enemy-controlled Reserve/Destroyed (1/2 RP each) Successful Pocket +1
e. Create Reserves Per WSP > 19 -1 (opp.)
• Move units from map → Reserve
(1 CM each; Max 4 in Reserve)
Combat Sequence Supply Special Units
1. Combat Marker Phase 5. Advance After Combat • Source: Colored dotted map edge Axis Allies
1) Declare Support Stacks • Attacker/Support units can (German = West, Soviet = East) • No Upgrade if Soviet War Initiative
• Non-Initiative player first Advance into target Zone • Supply Line: Trace any number of • Axis AK: Not used
• 1 Stack per Zone in/adjacent to • Enforce Stacking Limits zones via friendly (not contested/ • Finnish: May only Deploy/Attack
target Zone (No Defense Support • Advance to Zone with lone impassable) Zones Helsinki & Motti Lands (but may
between adjacent Areas unless enemy Air? → Air Box (may trace via Lakes/Straits/Rivers) Move anywhere with no Soviets);
Target Contested or Air Support) o German/Axis adj. Baltic Sea Permanently remove both Finnish
6. Mobile Exploitation
• No Unsupply/Disrupt/Done stack trace directly to Germany units when Soviet War Initiative
Mobile units with an Armor marker
o Soviets adj. Black/Caspian Sea and Soviet controls both Motti Land
2) Commit 1 Event for CP bonus (or which spend a Mobile marker)
trace directly to Siberia • Hungarian: Deploy to Kharkov;
• Non-Initiative player first may Advance 1 extra Zone:
o Finnish in Motti always supplied Cannot stack w/ Romania
• Only into/from Zone if Terrain &
3) Attacker may attempt Pincer
Weather allows • Italian: Deploy to Kharkov
Stacking
2. Total Combat Strength • Not if Disrupted/Unsupplied • Romanian: Deploy to Bucharest/
• Stack: 1 Leg/Mobile + 1 Air + 1 Fort
• Card CPs in allowed years Odessa; Cannot stack with Hungary;
• Not in Area with 2 enemy Stacks • Hex: 1 Stack; Area: 2 Stacks (total)
• Attacker/Target: Allowed CPs Become Soviet-controlled when
• Exploit to Zone with lone enemy • Over-Stacked? Remove excess
• Support Stack: Yellow CPs only Soviet War Initiative and Soviets
Air? → Air Box Stacks, Phasing player first:
control/contest Bucharest
• Terrain/Weather: Defense CPs • Mobile Armor Stack without Supplied → Shattered
• Major Offensive: 1 RP → +1 CP Armor marker may place Pincer Unsupplied → Destroyed Special Units
o Disrupt/Unsupply Stack: -1/-2 CP in Exploit Zone (always) • German Group F: Not used
3. Resolve Combat
Eliminated Units • Soviet Shock Armies: Use only
7. Flip Combat Markers
• Unsupplied → Captured face-down Large unit, not 3 Small units
Combat type determined by Terrain: • Flip ‘Attack/Support’ → ‘Done’
• Supplied → Destroyed current side • Basic Game Small Units: Only
a) Battle Odds = Attack – Defense CP
(Draw Attacker Event for Result) • Fort/Air → Destroyed (always) Fortified I + II (Soviet) and Heer AK I
+ II (Germans) used; Treat as Large
b) Assault Odds = (Attack CP + Event Pincer Requirements
SP) – (Defense CP + Event SP) • Attacker is Mobile Armor (place Forts
Armor marker) • 1-step if complete; else 0-steps
4. Apply Combat Results • Incomplete: Enemy units may enter
• Target’s top unit is not Armor
• Successful Pincer? +1 WSP; Zone (if they do→ eliminate Fort)
Enemy cannot Retreat; • Major Offensive in target zone
• Attacking from 2+ different Zones • Sevastopol: Cannot Rebuild/Upgrade
Place Pocket (max 4)
• Not prevented by Terrain/Weather Air
• Retreat? Cannot enter enemy/ --OR-- • 1-step (either side)
contested/impassable Zone; • Mobile Armor stack without Armor • May Advance, but not Exploit
Cannot split; Eliminate if cannot marker enters target Zone by • Return to Air Box if must Retreat
Retreat (Air → Air Box always) Mobile Exploitation • Cannot Attack if alone
• Losses? Attacker/Target must
lose step unless noted otherwise

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